The History of Violent Video Games and their Association with Criminal Activities.
The exposure to media has greatly increased over the years and media now holds a strong authority over the lives and the thinking of the people…
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The exposure to media has greatly increased over the years and media now holds a strong authority over the lives and the thinking of the people. Following the advent and the popularity of video games there have been many debates owing to the fact that a strong association has been shown between violent games and the promotion of crime and violent activities. This paper will serve to explain the popularity and the history of the video games and it will also highlight the association between the violent video games and acts of crime. Video games have become increasingly popular and there has been a striking rise in the number of people who play video games. Anderson et al state that even children who are only 2 years tend to play video games for one hour on a daily basis. They further state that children between the ages of 8 to 13 years are engaged in playing video games for about 7.5 hours in a week. The nature of these games ranges to different types and a research has put forward the fact that the games that are bought by the children are not supervised and seen by their parents (Anderson et al 2001). The video games came into the market after the year 1970. The video games did not spark any controversies until the release of the game “Death Race 2000”. The aim of the game was to drive over bodies by driving a car. The game became a subject of debates as it was argued that the game was based on a violent idea. Following the year 1990, many other video games entered the market. The games which again led to the initiation of arguments were Mortal Kombat, Street Fighter, Wolfenstein 3D and Night Trap. The games were based upon violent ideas. These debates led to intervention of the Senate into the matter and Joe Lieberman who was an important member put forward a suggestion that there should be limitations placed on video games. At this stage, the video game industry intervened and formed a body in 1994 to review the violence and sexual themes of the video games. This was known as the Entertainment Software Rating Board (Greenberg 2007; Suddath 2010). This step was essential as a survey indicated that violent video games were more appealing for the children. A study which was conducted amongst students who were studying in fourth grade of their elementary school revealed that 59 percent girls and 73 percent boys preferred playing violent video games than the other kinds of games (Anderson et al 2001). In 2010, the Supreme Court took notice of a law which was passed in California in 2005 against the playing of violent video games that carried the theme of killing the opponents. The Supreme Court started considering the debate against the playing of violent video games. Experts indicated the fact that the involvement of the Supreme Court into the matter may result in the imposition of bans on certain violent video games owing to the negative impact that they would lay (Suddath 2010). The negative effects of video games have been denied by a few groups who do not believe that there is any association between violent video games and crimes. The chairman of Interactive Digital Software Association, Doug Lowenstein gave a press statement in 2000 by denying any negative effects of video games by saying, “I think the issue has been vastly overblown and overstated, often by politicians and others who don’t fully understand, frankly, this industry. There is absolutely no evidence, none, that playing a violent video game leads to aggressive behavior.” (Anderson et al 2001). Other researchers also upheld this belief and explained that
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However, since the mass media explosion of the twentieth century, a staggering amount of violence was made available to every person worldwide. The rise in availability came with a subsequent rise in violence in programs that had adverse effects on society.
Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment.
Besides, it is in adolescence (which is the age of discovery) where children prior acquiring the necessary social intelligence normally these impacts affect them grievously. Hence, prompting them to have adverse behaviors that usually culminate into violence in the society and settings in which they interact with fellow peers.
Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
Since the introduction of video games in crude form by Thomas T Goldsmith and Estle Ray Mann in 1948, they have proved to be the great source of amusement. From Goldsmith's cathode ray tube amusement device, the video games have traversed a mammoth distance to transform into seventh generation video gaming.
According to the paper children or young adults tend to imitate what they have observed or watched from internet, television programs, or even video games. Research findings show that children playing violent video games become very aggressive towards others. Video games are very common with the children and the young adults and much attention has been given about violent video games to be the force behind school shooting by boys particularly with the history of engaging in violent video games
The author states that video games have been part of consumers for about 30 years. They are a preference to many parents due to the fact that children do not have to go outside the house to play. Apart from that, they are a unique source of entertainment since they encourage those who participate in it to be part of the game script.
Once reviewed, if the protocol requires expedited review ONE full submission packet is sent to the IRB office by the Center Representative for review. If full review is required, the College/Center Representative will direct the principal investigator to submit 23 copies (AND 1 original) of the New Protocol Submission Form and all supporting materials (research protocol, consent/assent forms, checklists, letters of authorization, etc.) to the College/Center Representative who will forward to the Office of Grants and Contracts (OGC).
During 1970s, such games did not spark any controversies until the release of the game “Death Race 2000”. The aim of the game was to drive a car over people. Of course, this could not escape the expression of the people’s opinion. Soon, the game became a subject of debates as it was argued that the game was based on a violent idea.
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
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