A violent video game is a play that applies excessive use of force during the show, such as shooting, killing, beating, distant abuse, knifing and other forms of hostility. Indeed, the uses of such actions make a video game to be violent. …
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However, other psychologists have argued that the term violent video game is a comparative, and depend on one’s perception of the word violence. The action that one considers violent might not be similarly perceived by another person. Therefore, the question of violence in a video game is debatable and has resulted to sharp division in the people’s opinions.
Initially, video games were identified as electronic, interactive games known for their vibrant colors, sound effects, and complex graphics (Anderson and Bushman 353). Mostly, video games were used for fun, as this would keep the viewers company and reduce boredom. However, many video games today are based on killing, policing, prostituting, wars, and using dangerous weapons including guns, knives, of strippers. In such games, the most violent actor becomes the winner and he/she is rewarded for being the hero/heroine, and the others for being great murders (Anderson and Bushman 353).
Ideally, 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 about violent video games, because a strong association has been revealed between violent games and the promotion of crime and aggressive activities, among children and adults (Anderson 1). Therefore, this paper explains the popularity and the history of the video games; it also highlights the correlation between the violent video games and acts of crime.
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Video games are an essential component of media and with time, the popularity of the video games has greatly increased. It has become a form of entertainment for a large number of children and adults. The engagement of individuals in the playing of video games has led to the revelation that these games can result in criminal activities.
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).
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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