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The effects of violent video games
Violent video games and their effects
The effects of violent video games
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In 2012, software and hardware sales in the video games industry raked up more than over $65 billion dollars in revenue in comparison to just $10 billion dollars seven years prior. These statistics indicate that the gaming industry is not only one of the largest and fastest growing businesses in the world, but showcase that it is also outperforming other similarly popular mediums of entertainment such as film, books, and music in terms of revenue and annual growth. In the short fifty years that video games have been around, they’ve quickly become an integral part of the lives of many and are only continuing to increasing in popularity. I’m sure that everyone can attest to knowing at least one or two people who engage in regular video game playing activity. However, despite being a common leisurely activity and hobby for many in today’s society, there is still a shocking level of stigma surrounding the medium. There are various stereotypes in place which attribute to the stigma - from the gaming community mainly consisting of young adolescent boys to gamers being socially inept individuals; these ideas and the way video games are unfairly scrutinized and misrepresented in the media (by those who are quite frankly, ignorant of the material) are no doubt the leading factors as to why gaming has become a sensitive talking point in recent years. As mentioned above, the stereotypical ‘gamer’ are thought to be teenagers or young adults, slothful, lazy, without motivation and spend all of their time, well, gaming. They’re also typically unattractive, probably fat, and are pale from spending so much time indoors playing video games. However, these claims are quickly refuted by researchers who found that over sixty-eight percent of gamers ... ... middle of paper ... ...d-goal that the player must meet to complete the game - of course, some games deviate from this and provide type of experiences - from the typical action games to sports simulators, racers, strategy/board game, competitive multiplayer and educational games. Yes, video games can also provide learning experiences to their audience even outside the conventional educational genre. One of my favorite genres of literature was introduced to me through one of my favorite video games. “God of War” is an immensely popular video game series loosely based on Greek Mythology, and while I was somewhat familiar with the genre before the game, it was only afterwards that my fascination with Greek literature blossomed. Other video games such as the “Assassin’s Creed” series allow players to play through important historical events from the Renaissance era and the American Revolution.
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
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
The average person who plays video games regularly is thirty-three years old (Issitt). This topic is important because video games have been given an unfair stereotype. Video games have the stereotype of taking over the lives of teenagers and making them violent. However, the benefits of video games outweigh the negatives.
The first reason video games are an issue is that many video games made today possess content that many people would consider to be obscene. The term obscene covers violence, profanity, and sexual images (obviously). Such videogames are usually branded with the M (mature audiences only) rating on the front of the videogame cover. This means that only players seventeen or older should be playing such games. However, many children around the ages of twelve and under are acquiring these video games as gifts or are purchasing the games themselves. Therefore, it can be assumed that the parents are purchasing M-rated games for their children, and that stores are willingly selling these young children M-rated games. As Paul Keegan says, parents are not following these ratings and stores are not enforcing them, thus allowing young children to view content that is considered obscene (6). Thus, if parents understand and follow the various video game rating labels, and if stores enforce the videogame rating system, then young children will not be as easily able to view mature material.
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...
The Entertainment Software Association’s annual report for 2015, however, shows that women comprise almost half of all game players (“2015 Essential Facts,” 2015). The possibility remains that by limiting the image of gamers to this tight nice categorization, we are excluding people who could be gamers comma presenting them with a notion that they do not belong in the game stereotype and therefore cannot be considered gamers. Unfortunately, the notion that only certain demographics can be considered gamers continues to be perpetuated by advertising within the
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.
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.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
Plus, they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they play their games. Video games are meant to have a feeling of adventure, enjoyment, and excitement. It helps the player to play video games without harm. Video games also help players relax after all of their work at school, jobs, or cleaning in and outside of their home....
Besides female game developers, women who self-identify as “gamers” reveal that there is a larger gap between women who play video games and the video game community on a whole. A total of 6 percent of all adult women interviewed said that the term ‘gamer’ describes them well, whereas 15 percent of all adult men interviewed said the same. This gap further intensifies when looking at young adults aged 18 to 29, as one-third of young men agree that the term ‘gamer’ describes them well, more than three times the proportion of young women (9 percent) (Duggan, 2015). Without being able to feel as though the ‘gamer’ identity can apply to them, this further isolates women from embracing this title as well as isolating them from trying out video games and contemplating if they enjoy the games or video game culture. By having only 6 percent total of adult women identify as “gamers” when women make up 41 percent of the total gaming population, it shows that the “gamer” label does not fully or truly represent those who game, which
Video games are not considered as a serious addiction amongst teenagers and adults, often being compared to severe cases of addiction, such as drug abuse or alcohol abuse that may result in the appearance of a decrease in the severity of the addiction. However, video game addiction is a serious matter and has unhealthy consequences for an individual 's life and their health; spending too much time playing video games can take a great toll on one 's physical and mental well-being. Continuing unhealthy patterns of video game activity for prolonged periods of time can result in mental health issues, physical health problems, and a decline in a social life.
A video game is a specific type of software that runs on hardware, a computer or video game console, and today's video games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. Video games, especially those that contain violence, are becoming increasingly popular with college students. They are often considered a bellwether of Internet use, but the Internet is not the only technology they have incorporated into everyday life. They are also using other technologies like cell phones, mp3 players and other devices to entertain themselves wherever they may be but still, they are more interested on videogames that internet offers. With the increasing amount of time that students are spending on video games, one is left to wonder what effects video games have on the people who play them.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.
No one is perfect, there are faults that are true about gamers ,but then again who is? Isn't that what it means to be human? Every group has an ugly side and there are stereotypes that all gamers can agree on. Gamers love to put each other into categories and judge each other accordingly, especially when a gamers from different platforms confront each other. When a conversation between fans comparing Xbox to PlayStation will get just as ugly as those comparing Marvel Studios and DC Comics. Most gamers don't like to admit that they are fanboys and fangirls of a certain gaming companies like Xbox and Playstation and usually remain loyal to the end. Every now and then, during conversations between my party members during a match, I’ll hear sexist