Video Games And Violence Essay
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Video Games : Violence And Mental Health Essay
A growing sense of concern about violence in communities across America has prompted many
people to step back and evaluate the causes of this violence. Although there seem to be many
contributing factors, one that is repeatedly highlighted is the depiction of violence in the media. A
substantial amount of research has been done on certain forms of media, especially television and
video games, while other forms have been almost completely neglected. In this paper, I will attempt
to extend the implications of this research to theater, which has a long history of simulating
violence
. This is an important connection to investigate, as theaters still draw an impressive number
of patrons and play an important role in the economy. In order for theater companies to make
informed decisions about what plays to put on, and for parents to make wise decisions about what
shows their children should attend, it is necessary to understand the complex relationship between
simulated violence and mental health. It is reasonable to draw connections between television,
movies, video games, and theater because they are all closely related in the material they present and
in the methods with which they present it. For instance, all of these formats rely heavily on visual
representations to convey their message. The actions of actors on a stage or on a screen are
imperative to our understanding of a storyline. We do not simply listen to a performance of a play,
we see it. Similarly, most video
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Essay About Violent Video Games
Did you know that more than half of the 50 top–selling video games contain violence? I've been
playing video games since I was six and 5 of my friends and I haven't even been in a physical fight.
Violent video games do not make kids violent, because kids can release anger or stress, kids know
better they can tell the difference between the real world and fantasy, and crime rates go down as
violent video game sales go up. Violent video games don't make kids violent because they allow
kids and teens to release anger or stress in a game instead of real life. Journal of Adolescent Health
published a study that said "61.9% of boys play video games to help them relax. 47.8% of boys play
because it helps them forget problems, and 45.4% said it helps them get their anger out. As this
study shows, Boys would rather chill out play a game like Call of Duty with then go beat up a kid or
maybe their girlfriend broke up with them they would rather go play a
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Kids also know better and they can tell the difference between real life and fantasy violence
. By the
age of 7 children know better and it is scientifically proven that they can tell the difference between
real–life and fantasy violence. So they won't do the bad things that people do in violent video games
they will know not to. When playing video games you don't even think about the bad things that
people do in the game you think of how fun it is. Furthermore, researchers say that the only reason
that a kid wouldn't be able to tell the difference is because they have a mental problems. So there is
no excuse for the parents that say that violent video games make their kids violent, unless it the kid
has mental problem. Research use fake aggression like making someone eat hot sauce to do their
experiments which means the experiment is irrelevant. The researchers need to use real world
violence like hitting or fighting someone, if they don't the experiment isn't
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Video Games and Violence Essay
One of the main concerns with respect to violence in video games compared to other media is the
fact that games are immersive, and interactive. They are repetitive, and based on a reward system
which is a proven psychological component of classical conditioning discovered by Ivan Pavlov.
This argument however has been going on since the days of the comic book in the 50's, and because
of the graphic violence portrayed in them, parents blamed them for their children's bad behavior.
It seems that blaming games, and other media in this way is quite a lazy view to take. Subsequently,
it is really using game manufacturers as a scapegoat, while ignoring the bigger issue, the person who
has committed this act of aggression or violence, and
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Even when games were first introduced in the 1970s there was controversy surrounding them. The
first game which had controversy about the violence was Death Race, released in 1976. The object
of the game was to run down fleeing gremlins, which then turned into tombstones. Although the
graphics were very basic, the stick gremlins apparently resembled pedestrians, and this had people at
the time worried about their children playing something so violent. Because of this "sick and
morbid" violence, the 60 minutes news programme broadcast an investigation into the psychological
impact of video games. It seems strange considering the look of games these days, and the realistic
characters, that people worried their children might be influenced by a few white pixels.
There is a point to be made that maybe a game full of violence and shooting, could be the last straw
to set someone off, who is already a naturally aggressive person anyway, but this is not really the
same thing. It is down to each individual what they take from a game, and how they perceive their
actions within the game, whether they think it is right or wrong to shoot someone, or to cause
violence, comes from your role models who surround you as you grow up.
To look at the issue surrounding the effect of violence in video games, the sensible place to start
would be to find out what kind of professional
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Violence In Video Games and Aggression Essay
This question judges the social effects of a repetitive sequence of medial entertainment in relation to
the increase in an individual's aggressive behavior. The violence of today's video games are far more
visually gruesome then they were ten years ago. An example is the modern popular game Goldeneye
007, whose bad guys no longer disappear in a cloud of smoke when killed. Instead they perform an
elaborate maneuver when killed. For example, those shot in the neck fall to their knees and then
their face while clutching at their throats. These graphic games can increase an individual's
aggressiveness by portraying the act of a murder, as in Goldeneye 007. By answering this question,
we can become more aware and be able to identify possible
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Risky behavior by children and young adults can include violence against others or lack of remorse
for consequences. The type of faulty thinking creates stressors in children which can lead to the
onset of many symptoms. Children who partake in video game violence are more likely to have
increased feelings of hostility, decreased emotional response to the portrayal of violence, and injury
that lead to violent behavior through imitation. A new study employing state–of–the–art brain–
scanning technology says that violent video games can cause an individual to become violent.
Researchers at the Indiana University School of Medicine say that brain scans of kids who played a
violent video game showed an increase in emotional arousal and a corresponding decrease of
activity in brain areas involved in self–control, inhibition, and attention. In short, when playing a
violent game, an individual's brain processes the game playing as "fictional", but later can project
some of the unknown effects as violence or aggression
.
How long does the aggression last? A study was conducted by Dr. Craig A. Anderson, Ph.D., of
Iowa State University, and his colleagues. They researched how children and teen's video game
patterns related to their behavior three to six months later. It included a mixed background of
individuals ranging from ages 9 to 18 totaling 1,414 subjects. In one group the subjects listed their 3
favorite games and
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Argumentative Essay On Violent Video Games
Call of Duty, Mortal Kombat, Grand Theft Auto, and Doom. Many know these games for their
violent nature, stemming from their graphic scenes or gameplay involving shooting or beating up
opponents, and these factors have caused these games to stir up quite a bit of controversy. For the
last few decades, people have debated the effects of these games on the people who play them.
Many believe those who play the games become more aggressive as a result of their violent nature,
while others argue that playing the games has no effect on one's behavior. Society should realize that
violent video games have, at most, minimal effect on players' behavior. The most extensive
argument many have argued toward violent video games affecting one's behavior can simply be
described as that many shooters were fans of violent video games before committing the shootings.
A common example people making this argument raise are the Columbine shooters, who were big
fans of the video game Doom. While many believe that Doom's excessive gore and violence led the
two teens to perpetrate the mass shooting, that is not the case. What those who argue against video
games fail to realize that those who commit these crimes had a history of other conditions. After
many mass shootings, researchers often discovered in autopsies that the suspect had a long history
of aggression or mental health problems that gaming was not responsible for. Patrick Markey and
Christopher J. Ferguson, writers for US News, wrote
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Video Games And Violence Research Paper
Video Games and Violence
As we look around in today's society, we are surrounded by technology and as it advances we have
relied on these technological advancement as a form of media. A form of media that has been
controversial because of it's rapid growth and advancement would be video games. The first video
game that was available to play on a console at home was Pong, a simple game that was similar to
tennis where two line must hit a dot and score a point. Pong was released in 1972 and after forty–
three years video games are still relevant. According to a team in the University of Essex in the UK,
" People around the world spend a massive three billion hours per week playing video games." (
Entertainment Software Association) At first
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Przybylski stated , " Violence in the real world will depend on the knowledge of the gamer."
(Przybylski 229) Przybylski noted that the people who often say that video games are connected to
violence usually do not understand or have played a video game, they come from on older
generation. (Przybylski) When it comes to more of a younger generation, where it is a custom to
grow up around advance technology, these younger generations are able to play video games and
understand them more. This understanding of video games will lead to a more knowledgeable and
experienced player. That experience and knowledge will also lead to an increase of a skill cap for
the game. On average teens and adults play video games on an average of eight hours a day.
(Matthew 830). As time is being spent on video games skills will increase but not everyone's skill
will be the same. Matthew's research experiment was to compare the behaviors of skill gamers and
gamers who do not have experience to play against each other in the same game. The results shown
that the players that were skilled in the game enjoyed the time playing the game, while the players
that did not have experience had higher level of aggressions. (Matthew 845). When a player has
more knowledge of the game itself they are able to enjoy it like any another type of
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Psychology Research Study
A Careful Analysis of a Research Study: Dr. Andersen's Hypothesis
The purpose of this paper is to provide a critical review of a recent study examining the effects of
violent video games on aggressive behavior in young children. Let me first provide a brief summary
of the study. (a) The hypothesis is that violent video games cause aggression in young children. (b)
The target population is young children. (c) The samples are young school age children and the
sample sizes are sixty children separated into two groups with 30 children being in the experimental
group and 30 children being in the control group. (d) The independent variable is violent video
games and the dependent variable is aggression. (e) The result of the experiment were
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content...
Some children may not have any experience playing violent video games at all. (3) The gender of
the children would also be a factor because usually boys are more likely to have a predisposition
towards aggression than girls. Boys would also more likely have more experience playing certain
kinds of video games, especially violent games, where there may be hitting or fighting. Violent
video games would possibly affect boys more than girls and there is the possibility that some girls
may have no experience or familiarity with violent video games at all. The background conditions of
the child's home environment would also contribute to the results garnered from the experiment. A
child from a broken, dysfunctional home may have previously exposed to violence and may use
violence and aggression as a way of natural expression as opposed to a child from a stable and
enriched home environment. The child from a stable home may have a very different upbringing,
being taught very early on to have a negative sentiment towards violence and though familiar with
video games, may not even have been allowed or exposed to video games of a violent nature. These
factors would affect Andersen's findings and therefore need to be controlled in order to obtain an
accurate result from the experiment.
My analysis reveals
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Essay on Video Games and Violence
Gun violence in the past years throughout the United States had been increased rapid. Examples of
this are Virginia Tech incident, the shooting of congresswomen from Arizona Gabby Gifford, The
Sandy Hook Shooting, etc. Most of these violence incidents had one thing in common and that is
each of the suspect had psychological issues there were facing and they didn't have support the
system most of us have. Another fact is that most of the suspects were nonsocial individual who
spend of their time in their room. With nobody arrived for the suspect confide to most they tend to
find something that they can express to in most of these cases they are entertainment media like
video games. Now I know there are some who would disagree that video
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Video games are one of the fastest growing media industries. The Interactive Digital Software
reports that from 1997 to 2000, there was a 15% increase in game software sales, which surpasses
other U.S. industries such as amusement parks, fitness centers, and motion picture production
(Weber). During this time of rapid economic growth, video games also incurred societal wrath due
to some graphic, violent content. Such concern may be warranted, given the fact that playing violent
video game has been found in the laboratory to increase aggressive responses (Weber). Correlational
evidence documenting a positive relationship between playing violent video games and aggressive
behavior has been accumulating especially since "shooter game" started to inundate the market in
the late 1990s. Thus, it seems important to assess the relative frequency of gun use in popular video
games (Weber). For example, multiple literature reviews and meta–analytic work have concluded
that playing violent video game significantly increases the aggressive thoughts, aggressive feelings,
and physiological arousal of the players, which in turn significantly increases the amount of
aggressive behaviors that are observed (Baldassaro). With all the multiple literature review and
meta–analytics we still have a lot to learn more about the influence of exposure to violent video
games. As video games manufacturers continuously to produce more realistic games and violent
video games, better measures of
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Essay Violence in Video Games
As technology advances, new and creative forms of entertainment immerge from these
advancements. One form that has grown immensely in popularity over the past dozen years has been
video games. Taking form nearly four decades ago, video games have been one of the major
embodiments of the growth of entertainment technology. Today, video games have taken many
shapes, from the general PC and console games to special applications that can be found on social
networks and even millions of cell phones around the world. However, video games have not always
been, and even today still aren't, a completely accepted mode of recreation. These games have
caused a large amount of controversy, dating back to one of the first games to come under
fire
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were both labeled as violent when they were released simply because they featured the destruction
of enemies (Kooijmans). However, there was little worry about the content of such games until
graphics started to improve and games received a more realistic look. A major landmark was the
creation of the game Mortal Kombat. Due to its realistic look added with being one of the first
games to show blood and gore, Mortal Kombat came under extremely heavy fire, including court
cases trying to restrain its contents. Although this did lead to Nintendo removing the blood from the
NES version, it was judged that video games fall under the First Amendment like other forms of
media, and are free to express whatever contents it wished. As graphics in these games improve and
become more lifelike, the fear that this will negatively affect its players, both children and adults
alike, have continued to increase, and today games are still a scapegoat and receive heavy criticism
and false accusations. A prime example for today is the recently released Bulletstorm, a first–person
shooter that is known in the gaming community for its innovation and creativity. The game inspires
players to kill the enemies in creative and unheard–of combinations that haven't been seen in
previous games. This idea has been met with plenty of obstacles from game critics, however. In a
recent report done by Fox News, the game is attacked for its violent and sexual content and
marketing.
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Video Game Violence Essay
Video Game Violence
Violence in video games has been a hot topic ever since the beginnings of the industry. From
depictions of a polygonal frog being run over in Frogger, to stealing cars in a realistic environment a
la Grand Theft Auto, this topic has sparked serious debate. The traditional liberal stance is that the
government should forcefully regulate the video game industry
. The conservative stance is that the
industry does a good job of rating itself, and that government should not get involved. The liberal
stance has its points, in the fact that video games are getting more realistic and more violent. With
increasing technology in computers, the video game industry also makes advances in graphics and
what they can display. The
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Most of the sources I found were psychology journals or publications dedicated to adolescent health.
These articles tended to lean both ways. Some articles claimed that there was a link between video
game violence and violence in real life. Others said that no such link existed. Neither side quoted
any solid sources, however. Many of the medical journals lumped together TV, movies, and video
games in their articles. Most of the psychology journals advocated more parent involvement and
more social interaction. Of the non–medical sources, most were news articles. A few used the
articles previously mentioned about how video games and violence were supposedly linked to prove
their point. Some were about courts who had thrown out cases that claimed that video games were
responsible for causing children to commit horrible acts like Columbine. Most of the major news
sources tended to stay neutral on this issue. They only reported games that had record–breaking
sales or the 'must have' games. What I was hoping to find, however, were articles that argued from
the government point of view. I was hoping to find articles for and against mandatory government–
enforced ratings of video games. However, none of those came up.
As a video gamer, I believe that video game companies should be allowed to freely develop games
as they please. I am personally aware of several cases of extreme censorship. For example, a World
War 2 based game was
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Video Game Violence and Its Effects on Children
As we enter the 21st Century, video games are becoming more popular each and everyday. People of
all ages can and do enjoy video games as a way to spend there free–time. These games allow the
player to live in the game whether it's about sports or a role playing game
. The problem with the
video games in the market is that they are becoming too violent in some people's minds. Also, many
of these violent video games are being advertised and directed to America's children. This is my
question for America; can video games influence violence and aggression in children? In this paper,
I will include American's view on this issue, what tests have shown and what the video game
industry has to say
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Video games can also lower the violence in the world since people can perform violence virtually in
games instead in real life. But still, even though players aren't actually killing, they are still possibly
involved emotionally in the idea of killing. This occurs when players play first person shooter
games. These types of games allow the player to experience everything that the killer goes through.
Players feel emotions like anger, nervousness, power and pride while killing its opponent or being
killed. So video games can be seen as a safe way for players to release rage and emotions. However,
Columbine did happen and in a way it took images from a computer game to the real life.
Video games have been around since 1974 when Pong, the first video game by Atari
, was released
in the United States. Since then video games have grown into a huge industry for all ages. The
biggest group of customers for the industry is young males. Boys aged 8–18 spend an average of 40
minutes a day playing video games. Girls on the other hand are increasing their game playing but
only play (Smith 2). According to Cassel and Jenkins, editors of From Barbie to Mortal Kombat,
found out that approximately 80 percent of game playing among nine to fifteen year olds was done
by boys in 1990. The reason that for this percentage is due to the type of video games that are out in
the market today. Violence is the key component to most video games that boys are
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Essay On Video Game Violence
Have you ever had the urge to harm or kill someone after playing a game of football? People of all
ages love to play this sport whether it be for fun or bragging rights. We watch two people almost
tear each other apart in boxing or Ultimate Fighting Championship (UFC). Chances are you
probably just looked at these events and went on with your day afterwards. We have faced
dangerous events such as wars, natural disasters, and terrorist attacks. What these events have in
common is that they are actually real examples of violence. With events like these around, why
would someone take the time to blame a piece of digital media that is only meant for fun? Parents,
Ralph Nader a political activist and even our current president Donald Trump all
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Andrew Leonard, who is a technology reporter, editor, blogger, and staff writer at Salon, speaks
about how his very own son works together with people while playing games. The game his son
plays is Minecraft. This is a game where you can build huge structures, fight monsters, interact with
other players, and more. Andrew had this to say about gaming with others: "The platform and the
mode of interaction make a big difference–something that explains why your grandmother might be
willing to play a game on her iPhone while never daring to pick up an Xbox 360 game controller. So
cool it with the cesspool naysaying: Games that encourage collaboration and community feed
fountains of positivity." (Andrew Leonard, 2013). We already established that video games can
bring people together, but they can also help their players remain healthy. Video games can also be
seen as a virtual therapist or doctor. The type of game that will offer therapeutic relief will depend
on the person. It could be a racing game, because some people feel that driving helps them feel
better, or it could be a strategy game that exercises your brain. No matter what game is used to help
the person feel better, it will still help improve their health. There are plenty of games that promote
physical fitness. Game systems such as the Wii, Xbox, and PlayStation all have external devices that
can be hooked up to them so you can play the more
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Violence And Video Games
According to the Entertainment Software Association, a study in 2015 shows more than one hundred
and fifty million Americans play video games; Around 42% of Americans play regularly. There is an
ongoing debate whether video games cause an increase in violence in crimes. Video games do not
increase violence. Video games affects the lives of the players positively, and help children learn
how to deal with violence. Video games have a positive effect on the lives of people who play them.
Cheryl K. Olson, a public health consultant and media researcher, states in the Review of General
Psychology, "Getting wrapped up in a violent game, it's good. 'Cause if you're mad, when you come
home, you can take your anger out on the people in the game" ("
Video Game Violence Does Not
Cause Violent Behavior"). Video games are used as an outlet for players to release their negative
feelings. Games help to reduce a player's aggression, stress, and frustration from a bad day by
channeling their anger into a virtual world instead of reality. According to a study in 2013, organized
by Brad J. Bushman, showed people who did not steal and cheat even though they were given the
opportunity were more likely to say they were attracted to violent video games ("Video Game
Violence Does Not Cause Violent Behavior"). This study suggests that the people who had
demonstrated their good morals used violent video games as an outlet to their frustration. Video
games have positive effects on the lives of the
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Argumentative Essay On Video Game Violence
Did you know that according to Dr. Bret Conrad, the majority of gamers believe that video game
violence has few, if any harmful effects on them personally? Well, many people today play games
with simulated violence ranging from games like "Killer" to games like Grand Theft Auto. One
example, "Killer", takes place in multiple New York City high schools at the end of the year. It
consists of two teams, each student is assigned a person to shoot and they have to shoot them before
they are shot. The students have to use water pistols to shoot their person. Once they are killed, their
game is over. While some agree that games with simulated violence are perilous for teens, games
with simulated violence are beneficial for teens because they help kids with problem solving skills,
keep them busy and helps them help others.
To start with, videogames can help kids improve their problem solving skills. In the game "killer"
the students are allowed to shoot their enemy whenever they want, except at school safe zone. One
of the students, Jake Protell chased his prey to the Newark airport. After recent events at airports
guns are not allowed to be brought into the airport. instead. In the article "High–Jinks: Shoot–Out",
by Guy Martin, Martin states "Protell took a car to Newark Airport, found the victims before they
passed through security, and dispatched them using two bathtub 'squirt fish.'" By using "squirt fish"
Protell was able to go near his target without being seen and shoot him with water. Since Protell was
quick at thinking, he was able to shoot them before they passed through security where he would
have needed a passport to pass through. He also followed the rule of not bringing firearms into the
airport. If he did he might have been arrested for being thought of having a firearm. Violent role
playing games also help with problem solving because they help kids make decisions under
pressure. In the game Grand Theft Auto people can choose how they want their game to be played
(sandbox). In the article "Do Games Like 'Grand Theft Auto V' Cause Real–World Violence?" by
Erik Kain, he states, "We can drive through stop lights, mow over civilians, crash and die and start
over, get in ridiculous gunfights and still
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Video Game Violence Essay
Video Game Violence
Concerns about the effect of media violence on children extends back at least to the beginning of the
mass media, with the issue raised with reference to films, radio, television, comic books, and so on.
As technology brings new types of media to the fore, the issue shifts to depictions of violence in
these new media. Both popular sources and scholarly address this issue, asking in effect how violent
video games change children's behavior and make them more violent, assuming that it is believed
that this is the case. The first issue is clearly whether or not violent video games have a detrimental
effect at all. This issue has
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1, 3). Of course, not all such games are violent, though Gale says 80 percent have violent content
and then writes,
The American Psychological Association, the American Academy of Pediatrics and the American
Medical Association have all concluded that there is a relationship between television violence and
aggression among children (Gale, 2003, para. 9).
As Provenzo (1992) shows, concerns about this are not new, though the spread of such games has
increased greatly over the past decade. As Provenzo notes, one of the greatest appeals of the video
game is also one of the major reasons for concern:
Part of the appeal of video games might lie in giving children a means to activate the "passive"
medium of television. In video games, children can enter into the character of movie and television
heroes and take action as that character. The idea that video games are a means by which children
can activate television is of crucial importance (Provenzo, 1992, para. 3).
Children acting out violent actions as television heroes may transfer this behavior to other situations.
Television heroes have an influence on the behavior of children in any case, and when the child puts
him or herself in the role of that hero, the lesson learned can be even
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Persuasive Essay On Video Games And Violence
Video Games and Violence In today's world, one of the big topics is whether video games cause
violence. I strongly believe that it isn't the case. Having been an avid gamer for most of my life and
knowing thousands more, I have seen first–hand video games do not cause violence. I know you
don't want to just take my word for it, so I will show you through others as well.
Video games in their entirety do not cause violence. When you look at the games that are out now,
most depict events in life past or present. Others go on a fairy tale ride that most people can discern
the difference. One of the biggest games of all time that go on the fairy tale ride is Grand Theft
Auto. GTA has been one of the best–selling and most controversial games ever made Kids from all
ages play it with many adults advocating for its ban. I have played and enjoyed this game myself
over the years with friends and random people on the internet. Everyone that I have come across can
always discern the difference between the game and real life. The game itself has a beginning,
middle, and end. The main goal is to get to the end. Sure, you have to do some questionable things
along the way but at the end of the day there has been no proof to link this game to the real–world
violence and crimes. A study was preformed and written on called Grand Theft Childhood. In this
study/book it states that "They found a correlation between boys playing Mature–rated games and
certain aggressive acts and other
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Essay Violence in Video Games
Video game violence has been a controversial subject for many years. Even the most simple, classic
video games have had this topic pop up, dating back to the 1980's, games like Space Invaders, Pac–
Man, and Donkey Kong. But more especially in modern video games, such as the Call of Duty and
Grand Theft Auto series. Many investigations attempt to analyze the idea that video games are
making people more prone to violence, and even point to violence related events, some of said
research information may be faulty. Within these investigations there will be evidence and proof for
both parties and analyzing if they may or may not be valid, and considering the people behind the
statistics and their claims. Most people that live in somewhat
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A good explanation of that comes from Marc Prensky: "The most explicit kind of learning in video
and computer games is how to do something. As you play you learn, gradually or quickly, the moves
of the game–how various characters, pieces, or anything else operate and what you can make them
do."(Prensky 20) He also has another article that explains exactly what is gained from these types of
activities, stated here: "At the second level, players learn what to do in any particular game (and,
equally important, what not to do)."(Prensky 21). So with that information, just because a game isn't
made for learning, doesn't mean that said person cannot learn from said game. Many people also
claim that video games cause people to become dumb and cause children to have poor grades in
school. Some may say that belongs to the responsibility of the person playing the game or the
parents of the child, limiting their play time and making time for them to study instead of playing
video games. Video games also tend to generate a massive amount of revenue. A large part of the
revenue has violence contained in those products. Ranging from cartoon violence to hyper realistic
violence, it is still contained and still marked as such. "97% of 12–17 year olds in the US played
video games in 2008, thus fueling an $11.7 billion domestic
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Video Games And Violent Violence
One cannot avoid them; they are everywhere. On television, iPads, cell phones, and even specially
made devices for babies and children. Video games are interwoven with our daily lives. For many, it
is just an innocent way to relax or enjoy themselves. For others, it has become an addiction in which
they cannot escape. Not all video games are violent, but what about those that are? Does society
have an obligation to monitor every type of video game children and adults play simply because
they believe it may lead to acts of violence
?
Psychologists, Sociologists, Anthropologist, Schools, and Law Enforcement not only in the United
States but across the world, have been seeking out a correlation between violent video games and
violence in youth. They are desperately trying to find an answer for the increase in violent attacks in
many venues such as malls, churches, random shootings, and sadly on our school campuses. All
leading to little evidence, or evidence that may have become bias and needs to be excluded from the
study.
The jury is still out on this decision as some studies suggest there is no relationship and other studies
say there is. This researcher begins her investigation into this research by examining the results of
many different studies. Her reasoning behind this is to discover if there is a real psychological
connection between violence and video games, or if it lays in the aggressiveness of the player
himself.
According to one study done by Oxford University(
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Video Games and Violence Essay
Video games and Violence Like any other thing in the world video games have positive and negative
aspects too. According to a study, those who spend hours and hours in playing 'civic games' were
found to take more part in different community services like social work, politics or protests, as
compared to those who never took interest in video games. Hence video games are proved to
increase one's social interaction skills. The kind of friendship and ethics those are knowledgeable by
the young gamers while playing video games provide evidence that they are not completely harmful
to our society. (Heins, 62) The chief argument why video games are harmful according to the media:
violence. These games apparently brainwash children into
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So if little ten–year–old Jimmy wants to get Resident Evil 4 his parents have to buy it, and they
therefore should be considered as responsible for Jimmy playing this M rated game as they would be
if they served him scotch on the rocks. If parents of young children are buying their kids games they
know are too violent for their age group, it is not the child's fault that they are unable to handle it
and think the violence may be okay. However for games played by the age group they were intended
for, it is thought to actually be beneficial. Violent entertainment is considered by many psychologists
to have therapeutic or calming abilities (Heins, 9). This is due to it being used as a release. Is it not
better to come home from a frustrating day at work and beat up a few baddies on Street Fighter II
rather than throttle your boss to death? After an act of violence by a child or teen though, video
games seem to be the easiest scapegoat for the media to grab onto. Many news reports focus on how
the kid 'liked to play video games', overlooking or not even mentioning other factors that would
have more understandably lead to the act, like social isolation, lack of a family structure, or even
psychological unbalance (Sternheimer, 16). They also never consider that perhaps these kids play
enormously violent games for the reason that they are violent, because of these reasons of neglect
(Sternheimer, 15). For children video games are usually used as a
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In today's world, video games have come along way since the birth of game consoles, with such
games as Pac Man, Donkey Kong, and Frogger. Not only have the graphics done a complete turn but
the violence has also on video games. There have been many people discussing on the topic of video
games that have violence and the effect it has on kids. It brings out more aggression on kids that
play those types of games than those who does not. Video games are considered harmful to society.
MSNBC.msn.com Kristin Kaining games editor states that in a recent research study (Does game
violence make teens aggressive) teens played two different types of games for thirty minutes each.
The one who played the violence games showed a higher level of
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With that said society must think about the millions who played these games every day. Why are
there not more crimes like this if video games have something to do with violence? Amanda
Schaffer said that pathological acts of course have multiple complex causes and are hard to predict.
About.com states that one of the most arguable and a violent game in history is the Grand Theft
Auto series. This may be one of the best games to discuss when you are fighting your case on the
violence of video games. The series, which started back in 1997, focuses on many different
protagonists who attempt to rise through the ranks of the criminal underworld, although their
motives for doing so vary in each game. The game play consists of a mixture of action adventure,
driving, and occasional role playing, stealth, and racing. This game has gain controversy nationwide
for it is adult nature. Although the game is rated M for mature most know that young children are
still playing this popular game. The limitation of violence is endless because all the action that goes
on from robbing people, stealing cars, and walking up to someone and shooting them point blank
and this game have many reasons to argue against it. About.com Michael Klappenbach states that
doom is a land mark 1993 first person shooter computer game by ID software. Known for
popularizing the first person shooter genre, it is graphic and
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