Should Films and Computer Games with Violence be Restricted? Introduction The 20th century witnessed an explosion of technology, with perhaps the most pervasive inventions being television, film, and the computer. These technological inventions were not only spectacular for their innovative processes, but also for their widespread use among the general public…
Download full paperFile format: .doc, available for editing
Extract of sample "Should Films and Computer Games with Violence be Restricted"
Download file to see previous pages
Today computer games such as Grand Theft Auto allow users to actively engage in car theft and murder. Films such as Die Hard glorify violence. With the increasing liberalization of subject matter, a growing body of concern has emerged as to the extent that films and computer games with violence should be restricted. This essay examines this question through an examination of opinions both in favor and against restrictions on film and computer game violence before ultimately arguing that there should be a level of restrictions on violent video games and films. Analysis Perhaps the most pervasive argument in favor of restrictive measures on violent films and video games is that these media outlets cause real life crime through desensitizing the viewers and game players. There are a variety of perspectives on this issue. Some of the most powerful and convincing arguments have emerged as a direct result of psychological research. Dill (2000) conducted a study that is argued to demonstrate engagement with violent films and video games “provide a forum for learning and practicing aggressive solutions to conflict situations” and there is the understanding that such violence “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 that can become more and more accessible for use when real-life conflict situations arise." If true, these are powerful conclusions. Essentially, Dill is arguing that through participation in violent video games and films, participants are actually able to rehearse how they will act in violent or criminal contexts. This perspective is not far-fetched when one considers that violent films often implicitly ask the viewer to identify with a protagonist who is willing to engage in violent acts as a means of solving conflicts. Video games go even further in allowing the user to actually participate in the violence. Ultimately, it’s clear that the potential desensitizing effects of violent films and video games is a pressing concern. Another prominent concern is that violent video games have a detrimental effect on the individual’s cognitive development. While traditional video games have been demonstrated to contain addictive qualities, growing bodies of researchers argue that the addictive quality of violent video games has an increasingly negative impact on cognitive development. The addictive nature of video games has been a long established fact with a sect of players referred to as ‘gamers’ oftentimes participating in upwards of 40-50 hours of video game playing per week. When such video game playing occurs in the context of a violence gaming world, the potential for negative cognitive development occurrences is argued to become a readily apparent fact. Indeed, a number of instances have been recorded where extreme consequences have occurred for individuals. In one instances, regarding a child in Moscow it’s noted that, “He had not only received bad marks but was also known for bad behavior in class. Denial of video games is, by all rights, appropriate punishment and I’m sure no one thought that it would lead to his jumping from his 19th floor apartment
...Download file to see next pagesRead More
They are a distinct form of entertainment since they allow individuals to be part of the game. In this perspective, a game’s script depends on the player’s moves. Modern video games require substantial concentration in developing their scripts. This is different from the typical method of passively watching games.
This research proposal uses a few respective researches by ScienceDaily journal, Zisman and Gerbner psychologists. Majority of researchers consider violent computer games to be among the top causes of aggressive behavior and violence in real life, yet this research proposal also assumes that computer violence does not really causes violent behavior in real life.
The author states that playing violent computer games increases aggression among people who play it and there are no two ways about it. “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," said psychologists Craig A.
some claiming that violence shown in computer games is a significant reason for children losing their sense of morality while growing up; while others have cited the indifference and neglect of their parents and teachers as the major reason for this anomaly.
In the April 2006
Pros and cons come and go. Economic, political, and scientific issues abound. In spite of all the shortcomings and all the nuances arising from the conflicts of interests, scientific research is going through the right direction. Little by little research is validating the common sense understanding that violent video-computer games produce negative effects on children and teenagers.
Now all people in the major nations throughout the world watch movies and spend long hours watching television. Still, as these technological inventions have occurred peoples thoughts and morals also changed. During early times of film showing people murdered
Counter-argument is that films and video games are a good time-pass for people for all ages. Everybody needs to relax after a busy life routine. Films and video games, no matter they are violent or not, make us feel free from stress
Despite being a popular pastime for children and adults, they lead to a high prevalence of violence, loss of morals, crime and disruption of school safety. Violent video games have led to violence in schools, and this is why in recent times there have been a series of violent shootings in institutions of higher learning and even some in lower educational institutions.
The earliest games were developed at the Massachusetts institute of technology by an undergraduate student, and since then, the computer or video games have transformed to one of the major entertainment industries in the world that incorporate animated graphics art and narrative structures.
4 Pages(1000 words)Essay
GOT A TRICKY QUESTION? RECEIVE AN ANSWER FROM STUDENTS LIKE YOU!
Save Your Time for More Important Things
Let us write or edit the essay on your topic
"Should Films and Computer Games with Violence be Restricted"
with a personal 20% discount.