Extract of sample "Should Films and Computer Games with Violence be Restricted"
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Today this has changed a very large amount when you considers the sorts of computer games and movies that are out now. Games such as Grand Theft Auto are made so users can participate in car theft and murder. Movies like Die Hard show violence as a glorious thing. With these changes in subject matter, a growing amount of people have come to argue that there should be restrictions on computer games and violence. 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.
One of the biggest arguments that says restrictions on games and movies should be made is that the violence in these games and films has a desensitizing effects on the viewers and game players. There are lots of different views on this issue. I think probably the most convincing views use psychology in their arguments. For example, Dill (2000) says that people that watch lots of violent movies and play lots of violent games are affected because they ““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 these statements are true then they are very powerful. The argument is saying that by participating in violent video games and films, participants are actually able to rehearse how they will act in violent or criminal ways. This perspective is not far-fetched when one considers that violent films often have the viewer to identify with a protagonist who is willing to
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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.
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.
Now individuals in all industrialized nations regularly attend and watch films, and spend hours per day using the computer. With the rapid development of such technology came a progressive shifting of cultural mores. While at the beginning of the 20th century depictions of sex and violence in the cinema were highly restrictive, the 21st century has witnessed a drastic liberalization.
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.
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.
2 Pages(500 words)Research Proposal
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