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"Get over here!" The angered and scratchy voice bellows from deep within the strong, mean-spirited ninja. The ninja throws forth a blade that is fastened to the end of a long, black rope. The sharp point of the spear pierces the skin and takes root deep within the stomach of a screaming, young woman. Blood splatters from the impact, and the ninja forcefully retrieves the blade by pulling on the rope to which it is attached. The shrieking, young woman is lurched forward, attached still to the steel blade and without the ability to defend herself. Currently, she stands paralyzed and helpless at the hands of her attacker.
Who could be behind the red, faded mask of this ninja? What human being could be so cruel as to put another through such unimaginable pain? Simple, this human being, this psychopathic ninja is none other than little nine-year-old Johnny from across the street. Making things even easier, Johnny is doing all this harm from the comfort of his bedroom, controller in hand, playing his favorite Nintendo game, Mortal Kombat Trilogy.
With such gruesome events such as these happening almost constantly in an ever-increasing number of homes across America, one has to wonder, how is this going to affect our children? We have PlayStations, GameBoys, Nintendo 64s, Sega Dreamcasts, PCs, and more. All of these mediums offer people of all ages, including children, access to interactive, violent experiences such as the one depicted above. From the media's favorite example Doom to lesser known, much more violent games such as Acclaim's first-person shooting game Turok 3, video game violence is more prevalent than ever. The biggest concern when it comes to video games of this nature is if having them available to y...
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Lacayo, Richard, Victoria Rainert. "Toward the Root of the Evil." Time 6 April 1998: p. 38 (1 - 4).
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Schroeder, Randy. "Playspace Invaders: Huizinga, Baudrillard and Video Game Violence." Journal of Popular Culture Winter 1996: p. 143-153 (1 - 8).
Zoltak, James. "Video Game Violence Makes for a Double-Edged Sword." Amusement Business 15 May 1995: p. 28 (1 - 4).
Henderson, K., & Spettigue, W. (2004). Eating disorders and the role of the media. Journal of the Canadian Academy of Child and Adolescent Psychiatry, 13(1), Retrieved from http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2533817/
Anorexia nervosa is a psychosociological disease which affects young women. Anorexia is mainly a female's disease which has been evident for centuries-however, in the past twenty years, the incidence of this disorder has risen to horrifying proportions. It is characterized by the refusal to maintain body wight over a minimal normal weight for age and height; intense fear of gaining weight; a distorted body image; and, amenorrhea. (http://www.pgi.edu/hagopian.htm) This disorder becomes a disease when the mind starts to cause problems with one's physical well-being. A connection has been found between sociocultural pressures to achieve, familial characteristics, and individual personality traits.
Baran and Sweezy dealt with the issues of under consumption and waste. They saw capitalism as wasting most of its productive capacity on the military, advertising and product differentiation instead of promoting a higher standard...
Peter Crosta wrote an article explaining the many different causes of anxiety. He touches base on five different concepts that anxiety might come from. The first one is environmental factors; Crosta says that the stress from work, school, personal relationships, and home life can cause anxiety. Another is ...
One of worlds most popular and most often diagnosed eating disorder is anorexia nervosa. Anorexia nervosa is a psychiatric disorder characterized by abnormal eating behavior, distorted body image and an unrealistic fear of gaining weight (Ehrlich 2010). People who have been diagnosed with anorexia nervosa tend to obsess about their weight and what they eat. Many people attempt, and succeed, to maintain a weight that is abnormal of their age and height. To prevent gaining weight anorexics may starve themselves, go on an unhealthy diet and/ or exercise excessively (Mayo Clinic 2012).
Anxiety is a term for several disorders that causes the body to feel fear, nervousness, apprehension, and worrying, "Anxiety is a word we use for some types of fear that are consequently to do with the thought of a threat or something going wrong in the future, rather than right now" (Mental Health Foundation). Many people suffer from anxiety every day, consequently most people can not pinpoint what exactly their anxiety originates from. No one likes to experience stress and anxiety, but it is just a phase of life that most humans have to overcome and become stronger. Anxiety disorders are one of the most inferior mental illnesses that affects teens and adults in the United States. Anxiety negatively affects the body and
video games often warp their sense of reality. The kids think that if they shoot a person in a game and nothing really happens then nothing will really happen if they shoot a person in real life. When video games first became popular, people may not have seen this as much of a problem because games were not very realistic. With the advancement of technology, however, video games are becoming more and more realistic. If video games become more realistic, children will forget what is real and what is simulated; a child seeing somebody violently murder another human being in a video game will have the same effects as seeing somebody murder another human being in real life. Witnessing these brutal acts of violence either will traumatize or desensitize them to violence. However, this is contradictory to the “Play is labile” theory (Schroeder 4), which will be discussed, in further detail.
Anxiety can often be viewed as a fear that someone experiences when they feel something terrible is about to happen and seeing no way out of the situation, whether thinking in the past, present, or future. Their are many different ways to cope with anxiety through methods like psychotherapeutic medication and psychotherapy. Anxiety often causes more trouble to a situation or thought and furthers anxiety so it is important to realize that anxiety can often be treated as long as we are willing to understand it’s effect human beings. Ghinassi, Winning, Starcevic, and Vladan discuss what anxiety is, where it comes from, and various methods of coping with anxiety through their books.
Perfectionism can be defined in a number of different ways. One way is that it is a disposition to regard anything short of perfection as completely unacceptable or the setting of demanding goals, while being unrealistic in nature, are also accompanied by a disposition to regard failure to achieve these goals as completely unacceptable and a sign of personal worthlessness (Merriam-Webster, 2015a). Perfectionism can also be defined as setting of excessively high standards and striving for flawlessness in performance which is accompanied by a tendency to critically overevaluate one’s own behaviour (Frost, Marten et al., 1990; Flett & Hewitt, 2002; Stoeber & Stoeber, 2009).
Low self-esteem perfectionists doubt their ability to achieve the standards they set and may posses the ability to give up attempts to to attain it for a time. These individuals are likely to interpret an unmet goal as reflection of their inadequacy and inability. The self
Anxiety is defined as a diffuse, internal, loose floating tension that doesn’t have a real danger or an external object. There is also a significant difference from the notion of fear. Fear usually has an outer object (a real fear of a snake, height or an unreal fear, when the danger is just imagined). Anxiety does not have an external object or external danger, but have an internal danger. Internal danger can be some intrapsychic conflict, impulse unacceptable to the ego, suppressed thoughts, etc.
... perfectionism as a specific characteristic. And they compared their rate of perfectionism. They used MPS-H and MPS-F scales. Women with anorexia nervosa had high scores on MPS-F and MPS-F. Pliner and Haddock (1995, as cited in Hewitt & Flett, 2002) defined that women who had concerns about their weight had more high standards than the others who didn’t had any concerns. Perfectionism leads to crucial psychopathologhy. Perfectionists believe that they should be behaving perfectly. There are typical characteristics of perfectionism. I want to name them briefly. The concern over mistakes, setting personal standards, having standards like parents would think that they are not good is characteristics of perfectionists. So perfectionist scenario is same they set goals, but can’t reach the high goals that they have set. So they can’t obtain them and they feel unsatisfied.
Some people believe that violent video games can cause behavioral problems. This is not true; it is only their opinion. They may say people that play violent video games start having behavioral problems, and what was that cause? It is only people and it has no effect on them, only their own action and their weak mental health issues. The violent video games for computers and consoles’ sale rate went up but violent crime offense went down. Video games are for players to have fun without causing any harm while they are playing. Why do they believe that behavior problems were caused by violent video games? They do not seem to realize that television and movies also have violent scenes. Some examples of popular violent movies include First Blood, Expendables, Dark Knight, Spiderman, and Superman. All action movies have shooting, explosions, and fighting. Horror movies are filled with violence as well, such as Halloween, Scream, and Saw. Horror shows and movie are showing stabbings and serious harm. Even Television shows, like the Three Stooges, Cops, wrestling and America's Funniest Videos! Children's cartoons have violence as well; Disney animated films, Looney Tunes, Tom and Jerry, Teenage Mutant Ninja Turtles, and Watership Down.
“YOU SUCK!” “I killed him!” “Head shot!” These are just a few examples of dialogue spoken by children while they are playing violent video games. These video games might seem like harmless fun, but what if the violence in these games is affecting the behavior of young players interacting with others?
The American homes every year increasingly besieged by menacing of zombies and killing of aliens. It is the fact that these characters in popular violent video games being exist just on screen. Maybe parents are worried about limiting their children’s exposure to violence. The October issue of the Harvard Mental Health Letter reports that worries about violence of video games, but also gives advice how parents save their children’s health.