Violence Is Not A Game

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“Violence: Not a Game” Since the beginning of recorded history, humans have diverted themselves with activities that amuse and serve as an escape from daily stress. From the Mesopotamian Age’s chess-like board games, to modern day’s NBA 2K17, games have proven to be universal, supplementing the sometimes taxing routines of people’s lives for centuries. In 2013, an industry study from Spil Games found that nearly 1.2 billion people play video games world-wide, a testimony of the ever growing videogame industry. However, like any universal concept, videogames carry much controversy, namely the violent content often found in the more recent action games. There have been numerous studies to determine the consequences of prolonged exposure to media …show more content…

For instance, some factors that increase learning of any behavior are active participation, repetition, and a reward system. Videogames inherently contain all three of these factors- videogames require active participation, not just passive observation like TV and reading. They also encourage players to regularly play, prompting them with time limits on challenges, engrossing plotlines, or rewards. It is commonly known that rewards encourage the behavior that the subject was rewarded for. Violent videogames reward violence by giving the player points for killing, sometimes awarding bonus points for more violent or widespread attacks. This combination motivates players to learn the behavior taught in the game, posing a risk to certain …show more content…

Exposure to any type of violence can have adverse effects, however the nature of the videogame encourages accelerated learning. Learned behavior implies acceptance of such behavior, and acceptance leads to ignorance of a behavior’s potentially harmful implications. As Craig Anderson, a PhD in psychology and member of both the American Psychological Society an American Psychological Association once wrote-“Repeated media violence exposure increases aggression across the lifespan because of several related factors. One, It creates more positive attitudes, beliefs, and expectations regarding use of aggressive solutions. Two, It creates aggressive behavioral scripts and makes them more cognitively accessible. Three, It decreases the accessibility of nonviolent scripts. Four, It decreases the normal negative emotional reactions to conflict, aggression, and violence.” This passage signifies the collective study results of the extensive research of American Psychological Association Task Force on Violent Media, where the group found a connection between violent videogame play and increased aggression. One APA researcher, Mark Appelbaum concluded that- “…The link between violence in videogames and increased aggression in players is one of the most studied and best established in the

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