A paper "Paradox of Violent Video Games" outlines that cases of shooting spree are becoming common in most countries. The latest incident has been in Oslo where a gunman named Anders Behring opened fire killing at least 77 people and causing severe injuries to dozens of others. …
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The incident at Colorado phoenix theatre is still a fresh news item in which, a gunman turned the new Batman movie into areal horror. In this particular incident, 12 people died on the spot with 58 other surviving with serious injuries. The three incidents indicate how people are willing and ready to turn fiction into reality. Although such incidents have a political or social motivation, violent video games play a significant role in motivating such killers. For instance, Tristan had been playing Call on duty: Modern warfare 2 before he went on a shooting spree. These are isolated cases of violence resulting or inspired by violent video games. It is a paradox that violent video games inspire people into becoming saviors. This essay will, therefore, analyze the paradox of violent video games in relation to violence and mass murder. There have been intensive studies on the effects of video games in promoting acts of violence among teenagers. Studies in this field have attracted various people particularly sociologists and psychologists attempting to find links between the video games and acts of violence, particularly among teenagers. Concentration on teenagers is necessitated by the fact that teenagers are the main consumers of violent video games and researchers are interested in analyzing the correlation between playing violent video games and engaging in real violence. Studies completed in 2002 at the concluded that violent video games did not motivate people to indulge in real acts of violence. ...
It is a contradiction that violent video games addicts do not commit real violence. In fact, all the recent cases of shooting rampage have a political or social motivation Flew (Terry and Humphreys 211). Police are currently investigating the Colorado incident to unearth the motives behind the killings. However, other cases such as the Oslo shootings had a political motivation. For instance, Breivick complained that Norway was increasingly becoming a multicultural and Islamic state. The gunman claimed the authorities were to blame for the acts. These incidents disassociate violence particularly mass murder with violent video games. The paradox of video games in relation to acts of violence depicts rivalry that exists between media and producers of video games. Media and video games are complementary pastime activities and hence they have conflict of interest. According to Shaw, the video game industry has become a soft target to the media and entertainment industry, which consider it as a rival (121). From the author’s argument, association of video games and real violence is a tool applied by media houses to win the entertainment market. This is an expected phenomenon considering that both industries target the same audience. Recent meta-analysis conducted on 130, 000 subjects concluded that violent video games induced short-term aggression and antisocial behaviour. Although the studies have a significant value of truth, they are subject to criticism and misinterpretation. For instance, the tests did not consider the sanity or the mental health of the subjects (Davis 123). In addition, the tests did not consider exposure to other triggers such as physical
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This paper will discuss the negative impact of violent video games on teenagers’ behavior. This paper is organized in to the introduction, the body and finally conclusion. Introduction Violent video games have attained a high popularity and formed an integral entertainment tool of many teenagers (Gentile 23).
The simplest definition of television is that it is the transmission of moving images at a distance where its working is able to be compared to the one of the human visual system. The future of the Television is expected to be big and better; this is because it is a communication channel which is being improved day after day.
Through video games there is great change in the way we stereotype gamers (Cooper, and Mackie 1986, p.732). Also, through video games, great advancement in technology is viewed globally through video games on internet among others. Which games have been the most influential within the last few years?
The debate on whether or not violent video games makes children violent is not new, and because of the recently-finished elections, it became a hot topic once more. Studies are divided on if and how much playing violent video games influence children’s violent
This study seeks to collect information about developmental results and cross-gender differences in playing video games. The findings will improve a teacher’s response to children behavior, social, and brain development for better GPA. The results will also
Initially, people used to play video games on gaming consoles and with the advancement in technology several video games were even played on computers as well as handheld devices such as the Sony PSP. There are several forms of video games that are being released every year.
There is an increasing focus of the young generation in video games which coincidentally is violent. The effect of this in their social life is of significant impact in the overall society. The perpetuity of the community is dependent on sound development of the young generation in their moral life.
The author states that the problem is that, the introduction of technology has caused many negative consequences on the society and the people in general. The introduction of phones, and especially the mobile phones, has contributed to the emergence of many psychological impacts which have not been favorable.
As a result, interpersonal and social relationship becomes dysfunctional. The prolonged use of internet among parents serves as a model for children to manifest the same practice. This is reflected in low number of parents who are concern with their children’s use of internet (Livingstone, 2002.
dox, an event that can be defined as trivial and a form of entertainment, yet at the same time it is very serious, with the ability to both unify and divide people participating and viewing. Sport has a resonant effect throughout society, creating an environment where athletes
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