Violent Video Games

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Surname 1 Name of the Student Name of the Professor Course Code and Name Date of Submission Violent Video Games Tentative Thesis Statement: The potential influence of violent video games on behavior and psychosocial wellness is a significant concern. However, a thorough analysis of the existing body of research indicates a complex and multifaceted connection between violent gaming and its impact on aggressiveness, empathy, and prosocial behavior. Body paragraph #1: topic? Violent Video Games Violent video games have been a matter of ongoing debate, as there are assertions that they promote aggressive activity, diminish prosocial behavior, and influence players' emotional and perceptual experiences (Shao and Wang, paragraph; conclusion). The generally accepted view suggests that these video games have a conditioning effect on individuals, potentially leading to increased aggressive behaviors, which could pose a societal risk. The existing body of research has primarily concentrated on the immediate consequences, frequently examining the association between violent video games and heightened levels of hostility. A randomized controlled study involving adult participants may yield a more definitive comprehension of the causal association between video games and violent behavior. Numerous experimental investigations have mostly focused on analyzing short-duration gaming sessions to ascertain the potential correlation between violent video games and aggressive conduct. Supporting Point: An aspect worthy of attention in this research is the potential influence of violent video games on conditioning. The potential impact of these games on players' emotions
Surname 2 and conduct appears to be transient. However, the available evidence is inadequate to establish a sustained effect. Conducting a study with adults within a controlled environment has the potential to generate more precise findings, thereby providing insights into the causal association between engagement in violent video games and aggressive behavior. Supporting Point: The impact of violent video games on the psychosocial welfare of children has been a subject of considerable debate. Although several research indicate increased emotional challenges linked to gaming during specific timeframes, the correlation between violent video games and psychosocial outcomes remains uncertain. This ambiguity highlights the necessity for conducting additional thorough and longitudinal research investigations, which can offer a more profound comprehension of the impact of gaming on children's emotional and social growth. Supporting Point: Excessive engagement in competitive gaming can adversely affect prosocial behaviour, particularly among youth participating in protracted gaming sessions (Peracchia and Curcio, paragraph 35). Nevertheless, the correlation between cooperative gaming and prosocial conduct is not readily evident. This observation highlights the complex structure of the gaming phenomenon and suggests that diverse forms of gaming interactions may provide different results. Body paragraph #2: Counter Argument Critics claim that the habitual playing of violent video games negatively influences individuals' mental health and overall well-being (American Psychological Association, paragraph 8). They refer to research that suggests a correlation between problematic gaming behavior, characterized by excessive gameplay, and elevated levels of depressive symptoms and emotional
Surname 3 desensitization. There is a risk that these individuals may resort to gaming as escapism, potentially worsening their real-life issues. Supporting Point: Several research findings indicate that extended exposure to aggression in video games could result in emotional desensitization, which may contribute to developing internalizing and externalizing issues among teenagers. This phenomenon prompts inquiries regarding the enduring consequences of gaming and its potential impact on individuals' emotional reactions to real-life circumstances. Supporting Point: Further investigation is necessary to ascertain whether individuals exhibiting problematic behavior are drawn to video games as escapism from their challenges or if engaging in gaming activities catalyzes the development of such disorders. This highlights the significance of considering individual variances and underlying causes when examining the correlation between gaming and psychosocial welfare. Supporting Point: The focus on the potential negative psychosocial consequences of gaming has replaced the potential positive outcomes, such as cultivating social skills and cooperative behaviors through gaming activities (Lobel et al., paragraph 3). This disparity underscores the necessity for a well-rounded viewpoint that recognizes both the potential hazards and benefits of gaming. Body paragraph #3:Analysis To better understand the correlation between violent video games and morality, it is essential to consider several viewpoints and interpretations. Constructive ecumenical expressivism provides valuable perspectives on the complicated nature of moral attitudes about video game content. Supporting Point: Constructive ecumenical expressivism offers a theoretical framework that facilitates the comprehension of divergent moral perspectives about violent video games, as well
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Surname 4 as the influence of these perspectives on moral perceptions (Young, page 312). This approach can potentially enhance the depth of discussion about the ethical ramifications associated with video game content. Supporting Point: To support moral objections to violent video games, adopting is imperative. This more comprehensive viewpoint can facilitate the reconciliation of divergent viewpoints regarding the ethical implications of game material. Supporting Point: The existing body of study provides insights into the possible consequences of violent video games; however, an additional inquiry is required to determine the enduring influence of these games on adolescents' behavior and psychosocial welfare. Longitudinal studies, which monitor individuals' gaming patterns and subsequent outcomes over an extended period, have the potential to yield more definitive data regarding the enduring impacts of gaming. Conclusion In conclusion, the discussion about violent video games is intricate and encompasses various aspects. Despite ongoing worries over the possible adverse consequences, current research suggests a complex and multifaceted association between violent video games and behavior. The phenomenon of priming effects, the impact of excessive gaming, and the possible advantages of cooperative play collectively lead to a multifaceted comprehension of the subject matter. As society progresses in its exploration of the dynamic realm of video games, it becomes imperative to cultivate equitable dialogues that encompass the possible detriments and advantages associated with these interactive engagements. Additional investigation is needed to cultivate a more all-encompassing and unbiased comprehension of the tangible ramifications of violent video games. This can contribute to formulating regulations, providing guidance for
Surname 5 parents, and deepening our comprehension of the broader ramifications of gaming on individuals and society. Annotated Bibliography Shao, Rong, and Yunqiang Wang. "The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect." Frontiers in Psychology , vol. 10, no. 384, Feb. 2019, https://doi.org/10.3389/fpsyg.2019.00384 . The article mentioned above substantially contributes to the research I have already described. The study's findings provide valuable insights by examining the interaction between violent video games, normative ideas about violence, home environment, and teenage aggression. The study examines the mediating impact of normative ideas towards aggressiveness and the moderating influence of the family environment, consistent with the research's emphasis on immediate consequences, priming, and external factors. The empirical evidence presented in the study contributes to a deeper comprehension of the intricate association between violent games and behavior, hence offering significant reinforcement and elaboration to the research's stated purpose. American Psychological Association. "Violence in the Media: Psychologists Study Potential Harmful Effects." Apa.org , 2021, www.apa.org/topics/video-games/violence- harmful-effects#:~:text=Anderson%20and%20others%20concluded%20that . The article offers significant insights that are very important to the academic investigation of violent video games and their influence on behavior and psychosocial welfare. This article examines the historical backdrop of scholarly investigations on media violence, explicitly focusing on television programming. It underscores the apprehensions surrounding the depiction of violence, particularly about minors. The results obtained from research on television violence,
Surname 6 including desensitization to suffering, heightened fearfulness, and an elevated propensity for aggressive behavior, exhibit similarities with the worries expressed on the possible impacts of violent video games. The examination conducted in the article about the level of engagement exhibited by video game players in contrast to that of passive spectators serves to further the existing discourse. The article highlights the difficulties associated with extrapolating laboratory findings to real-life consequences, which parallels the ongoing discourse surrounding the potential link between violent video games and aggression in non-controlled environments. The existence of divergent perspectives regarding the potential causal link between violent video games and aggressive behavior, with particular academics positing such a relationship while others highlighting the significance of alternative factors, aligns directly with the contrasting views in the article. Furthermore, the American Psychological Association (APA) 's participation in evaluating studies on media violence and its potential consequences highlights the continued commitment to comprehending these effects. This underscores the importance of the article's subject matter in contributing to the broader conversation surrounding the impacts of media violence, including violent video games. Peracchia, Sara, and Giuseppe Curcio. "Exposure to Video Games: Effects on Sleep and on Post-Sleep Cognitive Abilities. A Sistematic Review of Experimental Evidences." Sleep Science , vol. 11, no. 4, 2018, pp. 302–14, https://doi.org/10.5935/1984- 0063.20180046 . Peracchia and Curcio's systematic review of the effects of VG exposure on sleep and post-sleep cognitive capacities is highly relevant to the study above. While the studies above primarily examine the effects of violent video games on behavior and psychosocial well-being, the results of Peracchia and Curcio's study shed important light on the potential consequences of prolonged
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Surname 7 video game play. The research linking VG exposure to changes in sleep patterns and cognitive impairment highlights the complex link between gaming and health. The need for more research and nuanced discussions on the topic aligns with the realization that the adverse effects of prolonged VG play, especially in the evening, on sleep quality and cognitive function contribute to a complete assessment of the broader implications of video game usage. Young, Garry. "Violent Video Games and Morality: A Meta-Ethical Approach." Ethics and Information Technology , vol. 17, no. 4, Dec. 2015, pp. 311–21, https://doi.org/10.1007/s10676-016-9386-0 . The article contributes to my study by offering a fresh viewpoint on the ethical questions raised by violent video games. Young's investigation of reductionist, narrow, and broad interpretations of game content highlights the complexity of moral objections to video games. Moral pronouncements and the lack of agreement on the morality of violent video game content are discussed, and these points of view are consistent with the research's analysis of divergent moral perspectives. Additionally, Young's explanation of constructive ecumenical expressivism offers insights into understanding multiple moral positions, which can help a more nuanced understanding of the ethical consequences of violent gaming, enriching the more excellent debate on the matter. Lobel, Adam, et al. "Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study." Journal of Youth and Adolescence , vol. 46, no. 4, Feb. 2017, pp. 884–97, https://doi.org/10.1007/s10964-017-0646-z . This article is relevant to my research since it gives essential empirical insights into the connection between video gaming and children's psychological development. This study follows a group of kids over time to see how different types of violent and nonviolent gaming affect their
Surname 8 mental health. Findings from this study, such as the link between excessive gaming and emotional difficulties, the effect of competitive gaming on prosocial behavior, and the absence of significant effects from violent gaming, all align with the more extensive discussion of the potential adverse effects of violent video games on behavior, empathy, and prosocial conduct.
Surname 9 Works Cited American Psychological Association. "Violence in the Media: Psychologists Study Potential Harmful Effects." Apa.org , 2021, www.apa.org/topics/video-games/violence-harmful- effects#:~:text=Anderson%20and%20others%20concluded%20that. Lobel, Adam, et al. "Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study." Journal of Youth and Adolescence , vol. 46, no. 4, Feb. 2017, pp. 884–97, https://doi.org/10.1007/s10964-017-0646-z. Peracchia, Sara, and Giuseppe Curcio. "Exposure to Video Games: Effects on Sleep and on Post- Sleep Cognitive Abilities. A Sistematic Review of Experimental Evidences." Sleep Science , vol. 11, no. 4, 2018, pp. 302–14, https://doi.org/10.5935/1984-0063.20180046. Shao, Rong, and Yunqiang Wang. "The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect." Frontiers in Psychology , vol. 10, no. 384, Feb. 2019, https://doi.org/10.3389/fpsyg.2019.00384. Young, Garry. "Violent Video Games and Morality: A Meta-Ethical Approach." Ethics and Information Technology , vol. 17, no. 4, Dec. 2015, pp. 311–21, https://doi.org/10.1007/s10676-016-9386-0.
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