StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Violence in Video Games - Assignment Example

Cite this document
Summary
The paper “Violence in Video Games” analyzes the violence in video games, which has been blamed for causing aggressive behavior onto those who participate in playing them. However, there are those who believe that violence in video games is irrelevant to heightened crime rates in real life…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER97.1% of users find it useful
Violence in Video Games
Read Text Preview

Extract of sample "Violence in Video Games"

Violence in Video Games: A Critical Review I. Violence in video games A. Violence in video games relates to violence in real life Violence in video games is blamed for a high crime rate among youth 2. Video games cause aggressive behavior in people B. Violence in video games has nothing to do with violence in real life The violence in video games has been blamed for causing aggressive behavior onto those who participate in playing them. However there are also those who believe that the violence in video games is irrelevant to the violence or heightened crime rates in real life. II. The violence in video games has some sort of result on society as a whole A. The violence in video games absolutely relates to the heightened crime rate - especially among youth - in today's world. B. The violence in video games has absolutely nothing to do with the heightened crime rate or violence - among youth or not - in today's world. B. The violence in video games has absolutely nothing to do with any form of heightened crime in today's world - among youth or not. 1. Statistics show that the violence in video games has nothing to do with the aggressiveness of people a. Duke Ferris (2005) shows graphs and statistics which prove that in fact the crime rate among youth has actually decreased over the past decade rather than increased, showing that the violence in video games does not have an affect on the violence of the persons who participate in the playing of them. b. During the time that such games as Grand Theft Auto and GTA 3 came out, the crime rate actually decreased; this is a very powerful statistic, considering that these two games are infamous for 'producing violent behavior'. In order to come to a proper conclusion in regards to the actuality of how the violence in video games relates to the violence and aggression in real life, and to focus on both sides of the argument before coming to a drawn conclusion. Violence in Video Games: A Critical Review The subject of violence in video games is one of much controversy, and yet perhaps relatively overlooked facets stemming from the media. If we stop to consider the vast number of persons - especially youth - who participate in the playing of video games and the amount of time they spend doing so, most would be quite surprised. The media itself is an unlimited resource for the public, and can be considered as both a negative and positive element in today's world. In order to come to a clearer and more knowledgeable viewpoint on the subject of violence in video games, we must thoroughly examine both sides of the argument, and fully understand the subject matter before coming to a conclusive decision. The aim of this paper is to discuss all of this, as well as the separate elements which relate to the violence in video games. This is what will be dissertated in the following. It has been said that "Playing violent video games like Doom, Wolfenstein 3D or Mortal Kombat can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies appearing in the April issue of the American Psychological Association's (APA) Journal of Personality and Social Psychology." (Willenz, 2000). The violence in video games is considered to be much more harmful to a person when compared to that of television or movies, because of the fact that video games are interactive, whereas these other forms of media are not. There have been numerous studies done in attempts to conclude whether or not the violence in video games actually has anything to do with persons being violent in real life; most came to the same conclusion, that yes, they do. Psychologists Craig A. Anderson, Ph.D., Karen E. Dill, Ph.D., say that "One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent video games." (Willena, 2000). A quote by Anderson and Dill in regards to their study says that: "The present research demonstrated that in both a correlational investigation using self-reports of real-world aggressive behaviors and an experimental investigation using a standard, objective laboratory measure of aggression, violent video game play was positively related to increases in aggressive behavior. In the laboratory, college students who played a violent game behaved more aggressively toward an opponent than did students who had played a nonviolent video game. Outside the laboratory, students who reported playing more violent video games over a period of years also engaged in more aggressive behavior in their own lives. Both types of studies - correlational - real delinquent behaviors and experimental - laboratory aggressive behaviors have their strengths and weaknesses. The convergence of findings across such disparate methods lends considerable strength to the main hypothesis that exposure to violent video games can increase aggressive behavior." (Holmes, 2005) There is also the potential factor that the violence in video games actually has nothing at all to do with the violence of people in the real world. Although the fan base for this point of view is relatively smaller than the other, the basis of their argument is no different. As Duke Ferris stated: "video games are not the cause of this epidemic of youth violence in America." (Ferris, 2005). Ferris also believes that the whole concept that the violence in video games has anything to do with a heightened crime rate in the real world is a lie manufactured, distributed and perpetrated by the media. He is very straightforward and faithful in his belief in this. He also says that the events of Columbine sparked the mainstream media flow of picturing gamers as "odd shut-ins dangerously close to the precipice of violent behavior" (2005). Violence in the 1950s was linked to rock and roll, just as it is linked to video games today. Which goes to show, perhaps this is proof that video games got a rather bad reputation, and that in all actuality they have nothing to do with any form of crime rate today, youth or not. There must also be the comparison of video games to movies; of the two, video games certainly get the short end of the stick when it comes to respect. When we take a look at the facts, however, we see that "In 2004, 54 percent of games were rated "E" for everyone, 33 percent were rated "T" for Teen, and only 12 percent were rated "M" for MatureCompare that to the 55 percent of movies rated "R" and only 8 percent rated "G"." (Ferris, 2005). There are also the statistics on youth crime rate, as well as crime rate in America altogether. The results show that rather than increasing over the past decade, the crime rate - especially among youth - has in fact dropped. This could only mean one thing, and that is that we must believe that the violence in video games really has been over exaggerated by the media, considering that through logical statistics we can see there is a decrease rather than an increase in the crime rate. There are many different stances which can be taken on this subject matter, although often times it will severely strong towards one side or the other. After this review, perhaps we can see that this means other forms of media have also gotten a bad reputation for enforcing violence in the world as well, but video games are certainly the most attacked out of all forms of media. The whole idea that youth violence in America is out of control now seems utterly confusing, when we see that the statistics of youth crime and homicide rate has actually been decreasing. So perhaps from now on, rather than blaming something entirely on a factor without knowing the actual truths, we should take a moment to gather and view the factual statistics, in order to come to a better understanding on the subject matter before taking a stance and exaggerating the blame on (video games). Works Cited Ferris, Duke. "The Truth About Violent Youth and Video Games." Game Revolution. 2005. 12 April 2006 < http://www.gamerevolution.com/oldsite/articles/violence/violence.htm> Holmes, Leonard. "Violent Video Games Produce Violent Behavior." About. 2005. 12 April 2006 http://mentalhealth.about.com/cs/familyresources/a/vidgameviolence.htm Willenz, Pam. "APA Press Releases." APA. 2000. 12 April 2006 < http://www.apa.org/releases/videogames.html> Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(Violence in Video Games Assignment Example | Topics and Well Written Essays - 1250 words, n.d.)
Violence in Video Games Assignment Example | Topics and Well Written Essays - 1250 words. Retrieved from https://studentshare.org/sociology/1513496-violence-in-video-games-a-critical-review
(Violence in Video Games Assignment Example | Topics and Well Written Essays - 1250 Words)
Violence in Video Games Assignment Example | Topics and Well Written Essays - 1250 Words. https://studentshare.org/sociology/1513496-violence-in-video-games-a-critical-review.
“Violence in Video Games Assignment Example | Topics and Well Written Essays - 1250 Words”. https://studentshare.org/sociology/1513496-violence-in-video-games-a-critical-review.
  • Cited: 0 times

CHECK THESE SAMPLES OF Violence in Video Games

Negative Interaction on the Psyche of the American Teenagers Caused by the Violence in Video Games

Negative Interaction on the Psyche of the American Teenagers Caused by the Violence in Video Games 1.... Computer and video game sales from 2000 to 2011 (NPD) Violence in Video Games is not a relatively novel subject.... Introduction video games have undoubtedly become one of the favorite activities of children in the United States.... hellip; Teenagers seem to be the primary target group of these entertainment media, with a nationally representative sample in a survey showing that “99% of boys and 94 of girls play video games”(Lenhart et al....
8 Pages (2000 words) Research Paper

Persuasive speech; How violent video game affect children

Benedetti pointed out that the increase of Violence in Video Games is having another severe effect on the new generation; shootouts in schools.... In the light of these research findings, it would not be wrong to state that increasing Violence in Video Games has become a menace for the society.... Numerous videos on the internet regarding the different massacres around the world makes one realize how Violence in Video Games are destroying our children and giving them the perception that such acts of shootouts make them powerful and strong....
2 Pages (500 words) Essay

The Impacts of Violent Video Games on the Youth

The research proposal "The Impacts of Violent video games on the Youth" focuses on the negative impacts of violent video games with a foul speech on the mental, social, and emotional conditions of young players.... hellip; Psychologists and researchers increasingly agree that violent video games with profane language have immediate and long-term detrimental effects on the development of young children and adolescents.... Modern video games that contain violence and profound language require the player to concentrate on the game rather than passively watch it....
10 Pages (2500 words) Research Proposal

Legal and Ethical Issues Concerning Violence in Video Games

Thus, it has also become an issue of debate owing to the fact that there have been controversies with regard to the ethical and legal issues concerning Violence in Video Games.... The basic understanding underlining the case study is that violent video games have become a matter of debate as they have been linked to many negative effects.... hellip; This research will begin with the statement that video games are a form of media which have become increasingly popular over the last few years....
7 Pages (1750 words) Term Paper

Violence in Video Games and Profound Language

The paper contains the annotated bibliography of articles about the Violence in Video Games and profound language such as "Violent video game effects on children and adolescents: theory, research, and public policy" and "Stress of war, conflict, and disaster"… The book concludes that childhood aggression is highly correlated with childhood exposure to media violence.... The book offers cognitive priming theory, social learning theory and social scripts models of aggression formation in childhood and how the aggressive behavior is encoded in memory of the player Annotated bibliography on Violence in Video Games and profound languageIntroduction Violence in Video Games has been around for more than 30 years....
2 Pages (500 words) Annotated Bibliography

Violence in Video Games Can Be Transferred to the Children's Real-Life Attitudes and Behaviors

It shows that playing violent video games and thinking about it, also called “rumination,” tend to make men more violent 24 hours after playing it The paper “Violence in Video Games Can Be Transferred to the Children's Real-Life Attitudes and Behaviors" is a thrilling example of a case study on psychology.... Many of them give evidence, nevertheless, that Violence in Video Games can be transferred to real-life attitudes and behaviors.... High-violence content in your children's favorite video games can have lasting effects on their personality....
2 Pages (500 words) Article

Behaviors in Adolescents after Playing Violent Video Games

hellip; Wei (2007) found support for all of the hypotheses proposing relationships between Violence in Video Games and anti-social attitudes and behaviors.... Ultimately, the author detects negative effects of exposure to Violence in Video Games, including greater tolerance of violence, lower empathetic attitudes, and higher levels of aggression.... ei (2007) puts forward four hypotheses, the first (H1) being that Chinese adolescents who have a higher exposure to Violence in Video Games will be more attitudinally supportive of violence and, in the second hypothesis (H2), those same adolescents who have a higher exposure will be less attitudinally concerned with others....
7 Pages (1750 words) Essay

Aggressive Video Games as a Factor in Aggressive Behavior

hellip; The violent contents in video games promote pro-social could be true.... The paper "Aggressive video games as a Factor in Aggressive Behavior" states that consolidation of similar studies from other states might also help to analyze the statistics of a wider area that can make a conclusive result regarding the relationship of violent video games and aggressive behavior.... In real-world situations wherein gamers play together online or offline, players often communicate and make violent video games the common topic that they discuss....
16 Pages (4000 words) Coursework
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us