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dition of Archives of Pediatrics and Adolescent Medicine, research conclusions have been stated which prove that the violence depicted in computer games have a definite negative effect on social attitudes of the child. The experiment included research scientists from the Universities of California, San Francisco and Pittsburgh. A hundred male undergraduates, from varying socio-economic and ethnic backgrounds were chosen to participate. They were divided into two groups; each group playing a computer game, one more violent than the other. The results were surprising:
Before and after playing the game, both groups filled out a questionnaire that tested their attitudes towards violent acts and their attitude towards risky pastimes - alcohol and marijuana use, and unprotected sex. Their blood pressure was measured during play.
Men who played Grand Theft Auto had greater increases in blood pressure, more negative moods, more uncooperative behaviour, more conflict in their social interaction with others, and more permissive attitudes toward using alcohol and marijuana, compared to those who played The Simpsons.
The more violent game, Grand Theft Auto included involvement with the mafia, bludgeoning the villain with a baseball bat, drug dealing and so on as part of its game’s plot; while, The Simpsons required the player to deliver Lisa Simpson’s homework to the Principal on time (ABC Health and Wellbeing, 2006).
Long-term exposure to violence may lead to desensitizing the child or player to real pain. Battering or killing people becomes commonplace. If this idea is reinforced with rewards, the child may end up desiring this harmful kind of violence. The popular idea that playing violent games actually helps the child to vent their aggression is wrong. They only lead to skewed perceptions of Right and Wrong.
How has the depiction of violence in computer games changed over the years? The first game to seriously bring up concerns was Legend of Zelda in 1987. The
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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.
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.
According to these researches, more children and youth are spending more time playing video games and watching violent television programs compared to the past (Hartnagel, P. 351). Therefore, violent video games and television programs exposure have been associated with child aggression, not only according to researches but also in the opinion of many parents and guardians.
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.
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.
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.
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.
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
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