Sean Preci 1/17/13 9:25 AM Comment : the words Running Head need to appear in the header
Video Game Persuasive Cecilia Ramirez COMM/215 Jan 11, 2013 Sean Preci
Video Games Video Games Effects
In 1972, the Surgeon General issued the following warning on violent TV programs: "It is clear to me that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action…there comes a time when the data are sufficient to justify action: that time has come” (Steinfeld, 1972). Since the time that video games began to dominate the market, media has been investigated as one of the major sources of malevolent behaviors in society. “In the years since this Surgeon General warning was issued, hundreds of additional studies have shown a link between violent media exposure and aggression”(Anderson& Bushman, 2002).Although this warning related to television, it is a wonder if these same negative effects could be present in the use of violent video games. With all of the violence occurring in and surrounding schools in this current day, it is possible that violent video games also have a negative effect on the behaviors and interactions of those who use them. In the following, we will discover three different reasons why violent video games have a negative effect on players. Although video games are touted as being responsible to the refinement and advancement of fine motor skills and creative thinking, there are some issues when it comes to violent video games. When compared with television, there are some overlapping concerns. There are some benefits to playing video games over television, however. While video games involve active play, television uses more passive interaction between the player and the media. Information is better transmitted when a person is actively involved with the media being used. For instance, most children would prefer to learn a new skill or task by watching a video about it, rather than learning through the dwindling system of lecturing while sitting in a quiet classroom with dozens of other students. Media consumption is apparently the preferred form of communication around Sean Preci 1/17/13 9:27 AM Comment : list the reasons after this sentence in order to complete your thesis Sean Preci 1/17/13 9:26 AM Comment : your paragraphs should be aligned left, not justified Sean Preci 1/17/13 9:27 AM Comment : for
the globe. People are consuming media at high rates every day, and many don’t have inkling or have never even thought about there being any negative effects of media consumption. When it comes to video games, particularly those of a violent nature, there are some issues with the way that the player is identified in connection with the game. Players of violent video games are more likely to identify with a violent character. “If the game is a first person shooter players have the same visual perspective as the killer. If the game is third person, the player controls the actions of the violent character from a more distant visual perspective. In a violent TV program, viewers might or might not identify with a violent character. People are more likely to behave aggressively themselves when they identify with a violent character”(Anderson& Bushman, 2002). The identification with a violent character is where the problem comes in. When you’re talking about a young person, who probably hasn’t yet learned their own self-identification, they may associate their personality with their violent character outside of the setting of the video game. There have been criminal cases reported where children have displayed this violent behavior outside of the setting of being a player of a video game and caused significant harm to others. Going further into the negative effects of violent games, we discover that the identification with the violent character is just the beginning. In...
Please join StudyMode to read the full document