Violent Video Games Essay

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Violent Video Games Essay
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  • University/College:
    University of California

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 938

  • Pages: 4

Violent Video Games

I really liked the writing style of this paper. In particular, I appreciated the directness of the statements, claim and thesis. Stating them so plainly makes it easy for the reader to understand the viewpoint, and therefore the evidence that author will use to back their claims. There was also good use of qualifiers. What do you like least about this paper? How can it be improved? Overall I enjoyed the paper very much. If I could offer any advice, it would be better transition statements between paragraphs and ideas, and perhaps group the point and counterpoints together. Having them separated as they are may confuse some readers. Again, overall, good paper.

Other general comments?

The facts are there, and do support the claim. I would probably recommend adding the study or guideline information from the American Academy of Pediatrics. They are such a strong authority figure, and can add considerable weight to the author’s viewpoint. There are a few instances where some of the sentences are redundant. Redundancy can be very effective to drive a point home, but I wasn’t sure if that was the intention. Specifically the 4th sentence in the 4th paragraph. FOCUS What is your partner’s thesis or claim? Where is it located? Discuss questions or thoughts about the claim here. The thesis is “Playing violent video games can increase aggressive behavior, thoughts, and feelings in young children and adults”. It is the second sentence in the first paragraph. It is direct, and to the point, and immediately lets the reader know where article will go. Do you get a sense of the paper’s direction and focus early on? Why or why not?

The paper immediately lets the reader know that the author believes that there is a strong correlation between the violence depicted in video games, and the aggression and behavioral problems in children. The article follows the thesis with evidence of “imitative” behavior displayed by children who are exposed to violent behavior in video games. Has your partner identified an issue? Does your partner divide his or her big topic/issue into 3 or 4 main sections to support the claim? What are they? The author identified that violent video games increase violent behavior in children. The author then uses different examples/sections to support this argument. She also uses counter points to show the other side of the argument. The sections she uses are, violent games, violent media, and parental responsibility.

DEVELOPMENT / STYLE

Has the subject matter been explored and explained thoroughly? Do you have questions about what is going on in any of the sections? What sections need more development? I feel that the issue is fairly covered and offers both views of the subject. I would like to see more of what Parental responsibility should be, and if there were any government regulations that could, or should be enforced. Did the author use any good argument strategies (induction, deduction, argument by authority, statistics, etc)? Name one. The author twice used authority to back her claim.

Did the author use any fallacious logic or shady techniques (post hoc, ad hominem, hasty generalizations)? If so, where?

There were no direct fallacies, but there was some redundancies that could be interpreted as circular logic. Does the author use an effective introduction? What is it? Does the introduction grab your interest? Does it set up the rest of the paper? Is there a creative technique that the author could add to make his or her introduction livelier?

The author immediately states the position they have taken, which is very effective in establishing the tone of the paper. Sometimes analogies can be used to help convey the meaning on a different level to reader, and help them relate to the issue better.

Does the author use an effective conclusion strategy? What is it? Does it bring the paper to a satisfactory conclusion? The author summarizes the major points of their paper effectively. Their prior paragraph states possible solutions, which helps the closing paragraph be more effective.

ORGANIZATION

Does the body of the paper follow the organization suggested by the introduction? Somewhat; the introductory paragraph is open, so the paper can go in different directions.  Does each body paragraph have a topic sentence or unifying idea? Could you underline each one? If you had to go back to outline this paper, could you? Yes, there is a clear topic sentence, and it would be easy to underline them. Writing an outline from the paragraphs would not be difficult.

Does the paper have smooth transitions from paragraph to paragraph? Does the essay flow well from idea to idea? Where can these links be smoother? I would recommend more transition statements to connect the paragraphs/ ideas. These can be used when switching between point and counter points.

MECHANICS:

Were you impeded by grammatical or mechanical errors?

There are a few grammatical errors, and at times, where it seems that the same sentence is repeated. To be fair, my reading comprehension is not great, so it may be that the author was conveying something different that I understood.

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Violent video games Essay

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Violent video games Essay
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  • University/College:
    University of California

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 642

  • Pages: 3

Violent video games

Introduction: According to certain people, violent video games should be banned; they feel that they are the reason of today’s violence amongst children. But I strongly disagree with them. Like movies, music and any other form of art, video games are there to entertain people and enjoy, not confine. What most people fail to realize today, is that the video game industry, similar to the film industry, is well controlled with a strict code of parental guidelines already in place. Just because video games show violence does not mean they should be banned. Video games bring many benefits such as: increasing self-esteem, reducing pain, encouraging teamwork and it’s beneficial to the economy.

Paragraph 1: Today, the debate to ban violent video games is highly increasing in popularity. Video games that have violence in them such as Call of Duty, Gears of War or Grand Theft Auto, might be banned for showing mature content. Video games sold in the United States reach retail sales of twenty one billion dollars a year. If they are banned, the economy can lose an exceedingly amount of profit, and not to mention, a lot of mature adults would be extremely angry.

Paragraph 2: When people say that video games are very influential on the youth of today, they are probably right. But this can be easily solved if parents actually pay attention to the age restriction instead of complaining. Violence in also shown in a video game, but, thinking about it, it is shown on many things. Such as TV shows, movies, news, etc. etc. 0Violence in video games can make people feel more aggressive, but, isn’t it better to express anger virtually in a video game, where nobody is getting hurt, than to express anger by knocking someone off with an angry punch? I think so.

Paragraph 3: Introduction: According to certain people, violent video games should be banned; they feel that they are the reason of today’s violence amongst children. But I strongly disagree with them. Like movies, music and any other form of art, video games are there to entertain people and enjoy, not confine. What most people fail to realize today, is that the video game industry, similar to the film industry, is well controlled with a strict code of parental guidelines already in place. Just because video games show violence does not mean they should be banned. Video games bring many benefits such as: increasing self-esteem, reducing pain, encouraging teamwork and it’s beneficial to the economy.

Paragraph 1: Today, the debate to ban violent video games is highly increasing in popularity. Video games that have violence in them such as Call of Duty, Gears of War or Grand Theft Auto, might be banned for showing mature content. Video games sold in the United States reach retail sales of twenty one billion dollars a year. If they are banned, the economy can lose an exceedingly amount of profit, and not to mention, a lot of mature adults would be extremely angry.

Paragraph 2: When people say that video games are very influential on the youth of today, they are probably right. But this can be easily solved if parents actually pay attention to the age restriction instead of complaining. Violence in also shown in a video game, but, thinking about it, it is shown on many things. Such as TV shows, movies, news, etc. etc. 0Violence in video games can make people feel more aggressive, but, isn’t it better to express anger virtually in a video game, where nobody is getting hurt, than to express anger by knocking someone off with an angry punch? I think so.

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Violent Video Games Essay

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Violent Video Games Essay
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  • University/College:
    University of Arkansas System

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 922

  • Pages: 4

Violent Video Games

Do you know Call of Duty? It has swept the world. There are so many people playing this game which has been issued to its ninth part. In the world, more and more people are attracted to video games which are about shooting or other violent actions like Call of Duty. On the one hand, this kind of video games is so popular bacause the game makers make these games very attractive; on the other hand, nowdays, they have catered to people’s psychology which people want to be more stronger or sucessful than what they are like in the real world. That’s not a good phenomenon.

The adults who play these games can distinguish the differences between the real world and the virtllal world. To the contrary, as to kids, the games are more likely to have a negative impact. We must say no to violent video games in order to protect the kids. Since the born of the video games, scientists have been doing researches about them. Schaffer lists three kinds of research about the relationship between the violent video games and the ever-increasing aggression in his essay “Don’t Shoot: Why Video Games Really Are Linked to Violence”.

In the first one, it suggests that kids who are more immersed in violent video games may be more likely to get into physical fights, argue with teachers, or display anger and hostility(Page 162). There is no doubt that the violent video games have capable of corroding the brain, make kids more emotional and aggressive. Because of this invasiveness, the kids tend to be violent. According to the second one, it found that the kids who played more violent video games “changed over the school year to become more verbally aggressive, more physically aggressive,’’ and less helpful to others(Page 162).

The violent video games make people lack sympathy. They increase the suspicions to people. This research is credible credibility because it’s a longitudinal one. The third research is a contradistinctive research, whose object of study is the people in a violent and a nonviolent game. On the basis of this, the investigation personnel find that when the students go on to play the Myst (an adventure game in which players explore mazes and puzzles), the Wolfenstein 3-D are more likely to behave aggressively toward losing opponents (Page 162).

According to the research, the development of technology, especially in game domain, seems to do harm to our kids. More real the games are, more kids may bring the emotion which behaves bad effect into the present world. In a word, playing violent video games lead to insensitive about the violence. Violent games, novels, movies or violence media, the more vivid detailed description is , the easier to imitate, it is not only for children but adults! This has caused many social influence!

The big one like the United States aggression is more and more strong, the small one like the city’s crime rate is more than the country . Especially for people who are not self-discipline. Recently, the United States of America has occurred more and more these things. Many statements and exculpations of a suspect and defendant said they are under the influence of game to crime, and some crimes are also consistent with the content of the game. They mostly are teenegers. So it makes people believe that violent video games to people especially children will have adverse effects.

Effects of playing violent video games are like smoking. A cigarette will not cause lung cancer, but after a few weeks, months or even years, smoking will greatly increase the risk. It is the same, long time exposure to violent video games may have a cumulative effect on the offence. As Schaffer says, “Each of these approaches has its flaws’’(Page 162). Every research can’t fully explain the effect of violent video games on children. In fact, a far cry from the results of different groups, amplitude with tennis ball almost. Playing violent video games may not allow your child to become a psychopathic killer.

But we want to know what these children are going to treat their parents, how to deal with their brothers and sisters, they have much sympathy. Which one of three studies cannot separate out to prove that violent games can increase the violence of kids, and make kids more aggressive. But Schaffer explains, if we look the three kinds of research together, everyone of it prove a true relationship(Page 162). Of course, when we blame the violent video games, we can’t deny that the video games have it own advantages, like making friends, rich extracurricular life and o on. But in addition to games, family and self protection consciousness is one of the main factors resulting in people’s psychological unhealthy, when the society problems become more and more , more attention should be paid to these people’s inner world. All in all, in terms of the violent video games,the disadvantages outweigh the advantages. What we should do is let kids be far away from the violent video games. It’s very important to keep kids mental health. We don’t want our kids to be more vrtbslly aggressive and more physically aggressive.

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Violent Video Games Essay

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Violent Video Games Essay
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  • University/College:
    University of Arkansas System

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 1879

  • Pages: 8

Violent Video Games

Video games are becoming one of the favorite’s children all over the world. Every child could like to behave or act like an artist or actor whose acts are violent. The behavioral patterns of children have changed to violence and wherever they do something or any activity, they do it with a lot of violence, imitating what they saw on the video games. The world is breeding a generation of children who are violent which therefore means that the world in a few tears will be full of a generation of violent people.

The minds of these children have also been changed and affected as the continued feeding into their minds with violent video games has made them to be different human beings all together. The sales of video games have grown drastically to a level which is alarming. The impact of excessive watching of the video games is clearly seen as to the way children are behaving and how they have been addicted to watching them. The hypothesis for this discussion could be “that the continued watching of violent games by the children has caused psychological problems in children and this has resulted to changes in their behavioral patterns.

” Allowing the children the watch violent video games is infact doing injustice to them because it is one way of destroying them morally, socially and psychologically. An immediate action has to be taken and that a remedy must be found to protect these children from getting too much exposed to watching violent video games. For the children to grow up and develop into responsible adults in future, parents have the responsibility to find out and know what their children are watching and then take the necessary action. No parent could wish his/her child to be become violent or in any way that is against the good morals.

The thesis should be supported because it is meant to protect the children from engaging themselves in watching violent video games that ultimately will influence them to change their morals and imitate bad ones. A research conducted by Anderson, C. A. , & Bushman, B. J. (2001) on the Effects of Violent Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior concluded that the more children ere exposed to watching violent video games, the more there are likely to be affected psychologically .

This thesis will help the parents and the guardians to be alert to check on what their children are watching and if they notice a strange behavior by their children, then they should be in a position to find out why and take the necessary action. In their book Dill, K. E. , & Dill, J. C. (1998). Video Game Violence: A Review of the Empirical Literature. Aggression and Violent Behavior, they argue that parents have a major responsibility of knowing what their children are doing and watching. Failure to do so will be followed by worst consequences that will be their own making.

The hypothesis will also give a background for further research on violent video games and their impact on the psychological development of the children. According to the Journal of Personality and Social Psychology on Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and Life by Anderson, C. A. , & Dill, K. E. (2000) they argue and urge that more research should be conducted in future to find out the psychological impacts on the children and more related issues should be brought in as the parents are the contributing factors to this issue because they also watch the violent video games with their children.

There are those whom may not agree with the hypothesis may be because they have not been able to gather enough evidence or may be they feel and think that children are too young to be psychologically affected by watching violent video games. Children mostly like watching violent videos which shows acts of violence that they later practice. Parents have not been keen to check on what content their children are watching, but they are the first ones to complain about the behavioral changes of their children which are deviant, rude and violent. Over the past few years, several studies (Creasey, G.

L. , & Myers, B. J. 1986) have been carried on the psychological effects of violent video games on children. The majority of this research looked at the associations between video game use and the aggressive behavior and also on the effects of video games on school performance. Even though the video games are designed for entertaining, challenging and educational, most of them include the violent content. Recent research on video games indicates that as many as 89% of the games contain violent content and therefore, among the games that are purchased and played by the children contains violence.

Playing violent video games increases the aggressive behaviors of children, increases their aggressive cognitions, their aggressive emotions, their physiological arousal and decreases their prosocial behaviors. These effects have psychologically affected the children and completely changed their behavioral patterns. Parents do not often put limits on how much time the children are allowed to play video games and how often the same parents checked on the contents of the video games. Even a few of them check the video content and found it to be violent, on a few occasions could deny their children from watching them.

(American Academy of Pediatrics, American Psychological Association, 2000) Children have perfected the best ways to convince their parents to buy for them the video games they could like to watch. They even convince their parents that the video games they are about to watch are not violent, to which their parents just accepts without any further investigation. The parents have been victims of violence meted against them by their own children who have become violent through watching violent video games. Children spend most of their time, especially during holidays to watch video games at the expense of their educational studies.

The contents of the video games being played could certainly affect the relationship between the amount of their play time and their school performance. Children who use computers to play violent or non-violent video games perform more poorly in school, whereas those who use computers in performing school work performed better. This is clear indicator that excessive or continued watching of violent video games intoxicates the mind and changes the reasoning and concentration of children on educational maters (Dill, K. E. , & Dill, J. C. 1998).

Teachers in various schools are raising concern on the changed behavior patterns of the children. They are saying that the children have become rude, brutal and bullies amongst the other children and to the teachers. The children feel superior and muscular enough to respond to any fights. The boys are the majority victims than the girls, though girls are also interested in watching violent video games but not as boys. Boys quite often harass girls using the techniques they have watched, liked and imitated. They feel that they are mature enough and can behave exactly like what they watched on the video games.

This makes them to forget that they are still young children whose minds have been tainted with violent materials (Van Schie, E. G. M. , & Wiegman, O. 1997). Conclusion Children should not be allowed to watch violent video games when they are still young. This greatly affects their psychological development, changing their behavioral patterns. It is painful for parents and guardians when the children they are supposed to take care of become rude, violent, deviant and act as if they are criminals by dressing, way of speaking.

It is their responsibility to make sure that whatever material their children watch has the right material content and teaches good morals. If the children will experience psychological problems through watching violent video games, even their academic performance will go down. The acts of violence copied by the children will be of negative impact to them, hence we will in future have a society which will be violent. Something must be done through concerted efforts to rectify the situation before it is too late.

As children begin to see the world in aggressive terms and therefore begin to act aggressively, their personality changes to become more aggressive and hostile. These changes will result in increased opportunities for aggressive behavior, because of both changes in the individual’s personality and the changes in the situations the individual (child) is likely to get involved in as others react to the individual. This is all brought about by watching violent video games. Recommendations Several recommendations can be of great help and these include; the parents should play the video games with the children.

From this they will be able to know what their children are exposed to watch and how they will react to different features in the game, parents should know their children, in that if a child becomes aggressive after watching violent video games, they should stop buying such games regardless the child’s age, parents should talk with the children if they sense that their children are disturbed after watching a violent video game. This could be an opportunity for the parent and the children to discuss more deeply on the video games, the parents should set limits for watching the video games.

Infact they should censor the video games before the children watch them and the video game makers should be informed that the games they are making and selling for children to watch are more violent and bringing more harm to the children and so should make games that are children friendly. The teachers at school should also assist the parents in counseling the children who they discover that they have been victims of watching violent video games. If this has affected their class work, they should inform their parents so that they can look for a way forward together to help these children to return to normality.

References

American Academy of Pediatrics, American Psychological Association, American Academy of Child & Adolescent Psychiatry, & American Medical Association (2000). Joint Statement on the Impact of Entertainment Violence on Children Anderson, C. A. , & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and Life. Journal of Personality and Social Psychology Anderson, C. A. , & Bushman, B. J. (2001). Effects of Violent Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A meta-analytic Review of the Scientific Literature.

Psychological Science. Creasey, G. L. , & Myers, B. J. (1986). Video Games and Children: Effects on Leisure Activities, Schoolwork, and Peer Involvement. Merrill–Palmer Quarterly, 32 Dill, K. E. , & Dill, J. C. (1998). Video Game Violence: A Review of the Empirical Literature. Aggression and Violent Behavior Lynch, P. J. (1999). Hostility, Type A Behavior, and Stress Hormones at Rest and After Playing Violent Video Games in Teenagers. Psychosomatic Medicine Van Schie, E. G. M. , & Wiegman, O. (1997). Children and VideoGames: Leisure Activities, Aggression, Social Integration, and School Performance. Journal of Applied Social Psychology.

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Violent video games Essay

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Violent video games Essay
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  • University/College:
    University of California

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 2440

  • Pages: 10

Violent video games

Video violence is a major problem in our society. When people are exposed to the violent world of video games, their perceptions of reality are changed from a world with consequence, to a world where consequence does not matter. USA Today Magazine states, that video violence is a major component in the desensitization of mankind (Video violence desensitizes the brain, 2006). Exposing children to the repetitive violence in video games serves as a conditioning for violent behavior.

Whether or not the allies of video violence believe that exposure to violent games does not cause a more violent society, teach motor skills and develop excellent problem-solving skills (White, 2004), without looking at the consequences of these games, our society is at risk for increased acts of violence. The history of video games It was not so long ago that the video game industry was not the billion dollar monster that it is today.

The history of video games runs parallel with the development of computers and traces the advancements not only of technology, but also in the social and economical patterns of the United States over the last four decades. The first video game was patented in 1948, by Thomas T. Goldsmith. The game used eight vacuum tubes to simulate a missile firing at a target, controlled by four knobs. By the 1970’s arcade machines and handhelds were added to already existing computer systems.

This was known as “The Golden Age of Arcade Games. ” Atari was founded in 1972. Pong, the first successful arcade game, consisted of hitting a ball across a simulated tennis net. Pong sold 19,000 units the first year it was released. The evolution of games progressed, bringing more realistic graphics that appeared to be life-like. The figures in the games movements seem like that of a human being. The three dimensional graphics created a simulated world much like that of today.

In the games of today, Eakes (2004) states players actively participate in the simulated murder of police officers, women, minorities and innocent bystanders. “The acts graphically depicted and include victims being shot, beaten to death, decapitated, burned alive, and urinated on. These games also present favorable depictions of prostitution, racism, misogyny and drug use” (Eakes, 2007). The days of simply hitting a tiny “ball” back and forth, where the only goal was to avoiding missing, are long gone. Research in the world of Violent Video Games.

Video game violence effects the brain, not only by making murder or robbery seem acceptable, but as stated in, USA Today, also by effecting the regions in the brain that are involved with recognizing, remembering, rehearsing or activating aggressive behavior (Video violence desensitizes the brain, 2006). By repeatedly playing these games, the participant has lower-levels of empathy. The brain stores everything, including the visions that are seen in some of the games. Some of the more violent games are conditioning the brain over and over with angry, vengeful images that encourage negative even prejudicial thoughts.

A game on the market at this time is called “Manhunt” in which the player has to murder or beat the opponent to death. There is no consequence for the “winner”, only points and positive feedback. Until recently, violent video game research has mostly comprised of studies revolving around participants playing violent video games and then measuring the participant’s responses when the participant is placed in different “real” world situations. The new studies now include the use of highly sensitive diagnostic equipment such as MRI to measure actual responses in the brain.

These studies are much harder to refute. A recent study now has found that exposure to video game violence results in diminished responses mentally to real life violence or death (Phillips, 2005). Participant’s brain waves were measured while playing violent videos using an EEG (electroencephalogram). The participant’s showed a desensitized view when shown violent or negative images. “But when the players were subsequently given the opportunity to “punish” a fake opponent in another game, those with the greatest reduction in P300 brain responses meted out the most severe punishments” (Phillips, 2005, para.7).

Eakes,(2004) states the studies on the effects of violent video games, has long been a source of great debate. There has been over 3,500 research studies done examining the correlation between violence and violent behavior. “All but 18 of the studies have shown that the more violence one sees, the more likely one is to be violent” (Eakes, 2007, para. 5). This is particularly true because the violence in video games is so realistic and portrayed without pain and suffering. Defenders of Video Violence.

The violence in video games today is not seen as a problem for some people, especially those in the gaming industry and adolescents. Even though there are exceptional amounts of research that supports the conclusion that violent video games cause aggression, their continued denial of these facts are due to one thing, money. There is billions of dollars at stake in the sales of video games and video game systems. To admit that video games do cause violence, could potentially cost the industry dearly.

The arguments used by defenders of video violence are that these types of games are a meaningful form of expression. The defenders believe that video games teach motor skills and help children and young adults to solve problems. Having also been criticized for being a factor in the epidemic of childhood obesity, the defenders argue that playing games are highly social. The proponent’s assert that a child, who would respond to real life violence the same way he or she would respond to video violence, is emotionally disturbed already (Jenkins, 2004).

The military has been using video imagery for decades to train soldiers in the act of war. The soldier’s skill in shooting improves as well as the actual response to violence. “Just as simulators help train players for real-world tasks, violent video games coax players into actual aggression and antagonistic attitudes” (Walsh, 2005, para. 38). With repeated participation in violent video games, players improve not only their violent techniques, but their mental attitudes as well. On the Army’s recruiting website, there is a video game called, America’s Army.

The game is available to anyone who logs on and is free. The game cost the military six million dollars to develop, and not only serves a recruiting technique, but also as a way to teach players how to actually fire a M16 rifle, throw grenades, and learn weapons identification. The game trains in various weaponry and teaches the player where to hit the intended victim to cause the most severe outcome. Effect of Violent Video Games Video games have become a training ground for learning how to shoot and murder.

Many of these games reward the player for hitting the victim in the most deadly of places. In the world of interactive video games, players play games that are endless. They play with people who are trying to kill them. Sometimes, when confronted with real life problems of violence a child or young adult, will not seek out adult advice due to the thinking that they can handle on the problem on their own as in the video game. Children who view repeated violence are more apt to accept violence as a way to settle conflicts.

On April 20, 1999, two heavily armed boys walked into their high school in Littleton, Colorado, and shot 12 of their classmates and a teacher to death. Then they killed themselves (Eakes, 2004). During the investigation, it was discovered that these two boys played thousands of hours of violent shooting video games. The boys pasted the pictures of their fellow classmate’s onto the game’s imaginary victims. Perhaps, this may not be the single reason these boys committed this horrific act of violence, but how can the hours spent rehearsing this act not be a factor?

If nothing else, these games served as a training ground for the execution of the crime. Whether or not the boys were emotionally disturbed to begin with will be speculated upon for years but looking at the role these games played in this tragedy is essential. The use of violent video games has shown to have a negative effect on academic performance and social skills. Based on a survey of 189 high school students, users of violent video games held more pro-violent attitudes, more hostile personalities, were less forgiving, believed violence the norm, and behaved more aggressively in every day life.

The researches were surprised the relation to violent video games was so strong (Anderson, 2007). Another issue of rising concern is regarding whether or not violent video games are addictive. On June 27, 2007 The American Medical Association called for more research in the designation of video games addiction a mental illness. The fact that a game is controlling someone’s behavior and taking over their daily life’s, is about compulsive behavior. Some of the games are played in an online community, where the game is demanding of the player’s time.

Once a child is hooked, it becomes very difficult, for them to stop (Walsh, 2007). Today in South Korea, which has seen a widespread amount of video game addiction, there are over 40 treatment programs to deal with video game and internet addiction. “If the situation in South Korea is any indication of what is to come here, we will be largely unprepared for the number and intensity of cases of such addiction” (Walsh, Gentile, 2006, para. 16). Attempting to control video game violence The Entertainment Software Rating Board (ESRB) is an organization that rates computer, internet, and video games.

The ESRB was created in 1994 to rate and restrict the sale of video games. Many of these games, even though they are rated M for mature, are sold to children. The new trend in violent video games is to hide explicit material within the game to avoid receiving a rating for adults only. Much speculation and questions surround the creditability of the ESRB. Recently, a game named “Grand Theft Auto: San Andres”, included sexually explicit material that could be accessed using a code found on the internet.

This game already full of violence, with the players shooting police officers, beating up prostitutes and carjacking, also had an added “bonus” with graphic sex scenes. This caused a scandal as the game was only rated M for mature. “Before long, the so-called “Hot Coffee” scandal, named after the modification that unlocked the extreme scenes, became a hot news item the rating was changed to A for adults” (Terdiman, 2005, para. 7). That was after thousands of copies had already been sold.

Even if the rating’s alone were more reliable, it is almost impossible to enforce the rating system at the retail level. Everyday underage children buy games rated for adults or over 17 in stores all over America. According to the Federal Trade Commission (FTC), Bureau of Consumer Protection head, Lydia Parnes, “There are still too many kids purchasing inappropriate games” (Bangeman, 2006, para. 2). The commission’s most recent study sent underage “shoppers” into stores and 42% were still able to purchase M-rated games. What can be done about Video Game Violence?

“If there was ever any doubt about the impact of video games on children of video games on children it has finally been laid to rest” (Walsh, Gentile, 2005, para. 39). Whether there is a rating given to the games or not, many times the people who are selling the games are not responsible enough to make sure that these violent games do not fall into the hands of children. Video games are most likely going to remain a part of our society, so it is going to be up to the parents of children and young adults to strictly monitor what their children are playing.

“First and foremost parents need to pay attention to the relevant research and the industry needs to stop denying research-based conclusions” (Walsh, Gentile, 2006, para. 8). Once parents come to terms with what is at stake, they should start limiting game time and keep mature rated games away from their children. Parents should also take advantage to new technology for parental controls in many of the current game systems. Educating children as to the dangers of viewing these games and being aware of what types of games they are being played will help to change the views on what is acceptable, and what is not.

Perhaps the debate over whether or not violent video games cause violence will always be an issue. As long as there are billions of dollars at stake, clinical studies will be challenged, fingers pointed and denial will be used in the debate. One thing is for certain, video game violence does not add anything positive to the health and well-being of today’s children or young adults. How can learning and practicing killing or robbing people have a positive effect on the brain?

Children are spending large amounts of time playing violent video games during a fragile time when they should be learning healthy ways of dealing with life and solving problems peacefully. When will society accept that the world is full of negativity and exposing children to repetitive acts of violence reinforces that negativity?

Hopefully, the answer will be sooner than later for the sake of all humankind. References Anderson, C, Buckley, K, & Gentile, D. (2006). Violent video game effect on children and adolescents. Iowa: Oxford Press. Eakes, P.(2004). Do you know what video games your children are playing?

The Video Game Revolution. Retrieved June 20, 2007 from http://www. pbs. com Jenkins, H. (2004). Reality bytes: eight myths about video games rebunked. The Video Game Revolution. Retrieved June 28, 2007 from http://www. pbs. com Phillips, H. (2005, December). Violent video games alter brain’s response to violence. New Scientist. Retrieved June 9, 2007 from http://www. newscientist. com Terdiman, D. (2005).

Unlevel playing field for video games. Retrieved June 29, 2007, from http://www.cnetnews. com Video violence desensitizes the brain. (2006, April). USA Today Magazine, 134(2731), 13-14. Retrieved June 3, 2007 from EBSCO database. Walsh, D. , Gentile, D. , Walsh, E. , Bennett, N. , Rodideau, B. , Walsh, M. , Strickland, S. , & Mcfadden, D. (2005). Tenth annual video game report card. National Institute on Media and Family. Retrieved June 10, 2007 from http://www. mediafamily. org White, J. (2004, September). Defenders of the video game realm. Playthings, 102(8), 10-14. Retrieved ProQuest database.

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Violent video Games Essay

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Violent video Games Essay
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  • University/College:
    University of Arkansas System

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 2642

  • Pages: 11

Violent video Games

There is perhaps no bigger or more important issue in America right now than youth violence. Our children are being fed a dependable daily dose of violence-and it sells. The affects on children’s behavior from violent video games is a newly, well-researched topic for psychologists. Violent video games are giving our children the practice and experience needed to act out these aggressive behaviors in the real world. Alienated, disaffected youths, Dylan Klebold and Eric Harris, vent their anger to “get famous” by shooting up their school.

On April 20, 1999 at Columbine High School in Littleton, Colorado, these two young men carried out a shooting rampage. They killed twelve fellow students and a teacher, as well as wounding twenty-four others, before committing suicide. It is considered to be the deadliest school shooting, and the second deadliest attack on a school in US History (DeGaetano 47). Both of these boys were drowning in a violent pop culture of bloody movies and video games. High on the morning of April 20, 1999, before the massacre, Dylan and Eric filmed their own “back story” videos, explaining their aims and motives.

“It’s going to be like f**king Doom! ” Harris said on one of the tapes, referring to his favorite shoot-em-up video game. “Tick-tock, tick, tick? Ha!? Straight out of Doom! ” (qtd. in Steyer 70). These two young boys had played this game very often and were so used to the violence of killing innocent people with no remorse. They gained the experience and knowledge from this video game on how to kill other human beings while getting a sense of satisfaction. A direct link between violent video games and increasing rates of violence among children is right in your backyard with this chilling story.

In Paducah, Kentucky a fourteen-year-old boy, Michael Carneal, steals a gun from a neighbor’s house, brings it to school, and fires eight shots into a student prayer meeting that is breaking up. Prior to stealing the gun, he had never shot a real handgun in his life. The FBI says that the average experienced law enforcement officer, in the average shootout, at an average range of seven yards, hits with approximately one bullet in five. So how many hits did Michael Carneal make? He fired eight shots; ho got eight hits, on eight different kids.

Five of them were headshots, and the other three were upper torso. The result was three dead and one paralyzed for life. Nowhere in law enforcement or military history can an equivalent achievement be found. And these from a boy on his first try. How did Michael Carneal acquire this kind of killing ability? Simple: practice. At the age of fourteen he had practiced killing thousands of people. His simulators were point-and-shoot video games he played for hundreds of hours in video arcades and in the comfort of his own home.

His superhuman accuracy, combined with the fact that he stood still, firing two handed, and firing only one shot at each target, are all behaviors that are completely unnatural to either trained or “native” shooters, behaviors that could only have been learned in a video game. If you do not think these “games” resemble the real thing, you should know that the military and law enforcement communities use video marksmanship training simulators to supplement their training. And the most popular simulator the United States Army uses in a minor modification of a popular Super Nintendo game.

Across America we are reaping the bitter harvest of this “training” as ever more kids are shooting other individuals that they have a grudge against. A horrific development in this is that rather than just stopping with their intended target, these kids keep firing- and a simple grudge turns into a mass murder (DeGaetano 4, 9, 74). As a player in the video game your goal is simply to rack up the highest score as quickly as possible. And, many of the video games (such as “House of the Dead,” “Golden-eye,” or “Turock”) give bonus effects for headshots (Gerdes 61).

These kind of video games provide the “motor reflexes” responsible for over 75% of the firing on the modern battlefield. In addition, they provide violent suggestions and reinforcement for violent behavior. These games teach young people to kill with all the precision of a military training program, but none of the character training that goes along with it (Gerdes 62). For children who get the right training at home and who have theability to distinguish between real and unreal consequences, they are still games.

But for children who are especially vulnerable to the lure of violence, they can be far more. Even more than violent television and movies, violent video games have been shown to increase aggression among those who play them. It seems as if even a brief exposure to these games can temporarily increase one’s aggressiveness. Researchers stated that “Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations. New aggression-related scripts can become more and more accessible for use when real-life conflict situations arise” (qtd.

in Steyer 90). One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games (“Violent”). Violent video games have stronger effects on children’s aggression because the games are highly appealing and interactive. Also, the games are rewarding violent behavior, and because children repeat these behaviors over and over as the play. The more often children rehearse violent acts; the more likely they are to commit them in real life.

This is what makes electronic games different from more inactive experiences of violence, in movies and on television. Through practice, the use of violence can become a learned response- a scripted reflex like the trigger rate effectively refined by the army (Steyer 90-91). There can be intense psychological effects from playing interactive video games. Recent research has begun to find connections between children’s playing of violent video games and later aggressive behavior.

A research review done by the National Coalition on Television Violence found that 9 of 12 research studies on the impact of violent video games on normal children and adolescents reported harmful effects. In general, while video game playing has not been implicated as a direct cause of severe psychopathology, research suggests that there is a short-term relationship between playing violent video games and increased aggressive behavior in younger children (Steyer 130).

Violent video games appear to also put the human brain in a mood to fight, according to a new study from Michigan State University. In the study, 13 males played the first-person shooter game “Tactical Ops: Assault on Terror” while in a functional magnetic resonance imaging (fMRI) system, which measures brain activity. The brain scans of 11 of thesubjects exhibited “large observed effects”, a characteristic of aggressive thoughts. The researchers said the pattern of brain activity could be considered to be cause by virtual violence.

fMRI monitors the brain and examines how different types of physical sensation or activity stimulate it. Sight, sound, touch and other physical sensations show up on an fMRI image. Increased blood flow to a section of the brain indicated increased activity. Playing violent video games like Doom, Wolfenstein 3D or Mortal Combat can increase a person’s aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies.

Furthermore, violent video games may be more harmful than violent television and movies because they are interactive, very engrossing and require the player to identify with the aggressor, say the researchers. Psychologists Craig A. Anderson, Ph. D. , and Karen E. Dill, Ph. D. said, “One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games. ” “The other study reveals that even a brief exposure to violent video games can temporarily increase aggressive behavior in all types of participants.

” The first study involved 227 college students who completed a measure of trait aggressiveness and reported their actual aggressive behaviors (delinquency) in the recent past. They also reported their video game playing habits. “We found that students who reported playing more violent video games in junior and high school engaged in more aggressive behavior,” said lead author Anderson, of Iowa State University. “We also found that amount of time spent playing video games in the past was associated with lower academic grades in college.

” In the second study, 210 college students played either a violent (Wolfenstein 3D) or nonviolent video game (Myst). A short time later, the students who played the violent video game punished an opponent (received a noise blast with varying intensity) for a longer period of time than did students who had played the nonviolent video game. “Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations,” said Dr. Anderson. “In the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts.

Longer-term effects are likely to be longer lasting as well, as the player learns and practices new aggression-related scripts thatcan become more and more accessible for use when real-life conflict situations arise. ” “One major concern is the active nature of the learning environment of the video game,” say the authors. “This medium is potentially more dangerous than exposure to violent television and movies, which are known to have substantial effects on aggression and violence” (“Video” 220-235).

Violent video games can increase aggressive behavior in children and adolescents, both in the short- and long-term, according to an empirical review of the last 20 years of research. These findings are presented at the 113th Annual Convention of the American Psychological Association in Washington, DC. According to researchers Jessica Nicoll, B. A. , and Kevin M. Kieffer, Ph. D. , of Saint Leo University, youth who played violent video games for a short time experienced an increase in aggressive behavior following the video game.

One study showed participants who played a violent game for less than 10 minutes rate themselves with aggressive traits and aggressive actions shortly after playing. In another study of over 600 8th and 9th graders, the children who spent more time playing violent video games were rated by their teachers as more hostile than other children in the study. The children who played more violent video games had more arguments with authority figures and were more likely to be involved in physical altercations with other students. They also performed more poorly on academic tasks.

Violent video game players “tend to imitate the moves that they just ‘acted out’ in the game they played,” said Dr. Kieffer. For example, children who played violent karate games duplicated this type of behavior while playing with friends. These findings demonstrate the possible dangers associated with playing this type of video game over and over again. The authors also found that boys tend to play video games for longer periods of time than girls. Boys may play more of these types of video games, said Kieffer, because women are portrayed in subordinate roles and the girls may find less incentive to play.

But those girls who did play violent video games, according to the review, were more likely to prefer playing with an aggressive toy and were more aggressive when playing. Both Nicoll and Kieffer say that the recent changes that put age limits and rating systems on games make it more difficult for young children to purchase and play these video games. But, say the psychologists,”future research needs to explore why many children and adolescents prefer to play a violent video game rather than play outside, and why certain personalities are drawn to these types of games” (“Playing”).

The observational studies looking at children’s free play, tended to show that children become more aggressive after either playing or observing a violent video game. At a theoretical level, these evidences suggest empirical data supporting the social learning theory. As others have cautioned, the validity and reliability of the procedures used to measure aggressions should be questioned (Griffiths, 99; Cooper & Mackie, 19). The limiting conditions under which video games may have an affect that were considered were gender, age, and class/level of education.

With regards to gender, although few studies looking at the differential effects were found, the study mentioned above suggests that females are more affected by video game violence than males. Cooper and Mackie, which inexperience with video games led to greater arousal, suggested one hypothesis for this difference. Another possibility may be that since males have been found is have more experience with video games; they may have become more desensitized to the violence than females.

Once again, more research is necessary to draw conclusions on the differential effects of video game violence on gender. When age was look at it was discovered that age played no significant part in determining if a player was affected by the content of video games or not. The difference of age showed up in the manifestation of its affect. Herz introduces an interesting explanation of this increase in aggressive behavior of children. A large number of the studies involved adolescent children; these children are at an age when they are naturally violent, aggressive and moody.

So when put in a situation with increased agitation like many of the studies involved, increases in aggressive behavior may be natural regardless of stimulation. While this particular situation is not true of older students the method of study does need to be questioned. The effects of education levels and economic class have not yet been looked at, possibly due to a lack in conclusive evidence showing an overall relation (Herz, 51-59). I couldn’t make myself clearer when I say that there is a deadly link between this kind of graphic imagery and the escalating incidence of youth violence.

Violent video games are giving our children the practice and experience needed to act out these aggressive behaviors in the real world. If you don’t think that these games resemble the real thing, you should take some time to play one of these games once. You will be absolutely shocked as to what our children are seeing on a daily basis.

Works Cited Cooper, Joel, & Mackie, Diane. “Video Games and Aggression in Children”. Journal of Applied Social Psychology. Vol. 16, No. 8, 726-744. DeGaetano, Gloria, and Dave Grossman.

Stop Teaching Our Kids to Kill. New York: Crown, 1999. France, Bill. “Violent video games are training children to kill. ” HeraldNet 18 Nov 2003. 19 Oct 2005 . Gerdes, Louis. Media Violence. Farmington Hills, MI: Greenhaven, 2004. Griffiths, Mark. “Violent Video Games and Aggression: A Review of the Literature”. Aggression and Violent Behavior. Vol. 4, No. 10, 203-212. Herz, J. C. Joystick Nation: HowVideogames Ate Our Quartes, Won Our Hearts, and Rewired Our Minds. Toronto: Little, Brown & Company, 1997. Steyer, James P. The Other Parent.

New York: Atria Books, 2002. “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life,” Craig A. Anderson, Ph. D. , Iowa State University of Science and Technology and Karen E. Dill, Ph. D. , Lenoir-Rhyne College, Journal of Personality and Social Psychology, Vol. 78, No. 4. “Violent Video Games Can Increase Aggression. ” Science Daily. 25 Apr 2000. American Psychological Association. 02 Oct 2005 . Willenz, Pam. “Playing violent video games can heighten aggression. ” Medical News Today 21 Aug 2005. 25 Nov 2005 .

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