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Violence In Video Games

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Violence In Video Games
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The Effects of Video Game Violence

Ethan Fougner

National American University

Abstract

Violence in video games is a problem that is steadily getting worse. It affects adults and children alike and the longer the exposure, the worse the effects are. Addressing this issue is the only way to prevent future generations from suffering the long reaching consequences associated with violence in video games. This paper will discuss the history of where digital violence originated, its advancement, where it is headed, and the long term side effects of violence in video games.

The Effects of Video Game Violence

“Die you stupid little bastard” screamed 11 year old Billy as he finished off the final level of Uncharted3:Drake’s Deception. This type of reaction has become all too common among today’s youth. The world of entertainment is always changing and becoming more advanced every day. It is now possible to immerse yourself in a digital world in what we now call video games, but these video games as we know them are becoming more and more violent. With this increase in violent content, several issues are presented. Extensive playing of violent video games can cause decreased social activity, aggressive behavior, psychological issues, and health problems. Today we will look at where it all started, where it is going, the dangerous side effects, and what must be done to change the outcome before it is too late. In 1925, a Scottish inventor by the name of John Logie Baird gave the first public demonstration of what we know now as the televevision (TV) in London (Wikimedia). It wasn’t long until there were over 7 million TVs in circulation in America. In 1954, the first long time running TV show, Action in the Afternoon, aired and family members would gather around to watch their favorite gun



References: Action in the Afternoon. Dir. Hubbell Robinson. Perf. Charles Vanda. CBS, 1953. TV Show. Anderson, C. (2004). An Update on the Effects of Playing Violent Video Games. Journal of Adolescence, 27(1), 113-122. Barlett, C., & Rodeheffer, C Burgess, S., Stermer, S., & Burgess, M. (2012). VIDEO GAME PLAYING AND ACADEMIC PERFORMANCE IN COLLEG E STUDENTS. College Student Journal, 46(2), 376-387. Dill, K Dudley, W. (1999). Media Violence Harms Children. Media violence: opposing viewpoints (pp. 28-36). San Diego, Calif.: Greenhaven Press. IRANKUNDA, P. (2013). Playing At Violence. American Scholar, 82(3), 54-61. Ivory, A., & Kaestle, C Lily, P. (2013, December 27). China Outlaws Battlefield 4. Maximum PC, 1, 6. McLean, L Moore, M., Glynn, K. R., Czarnecki, J., Bishop, C., Donovan, M., Heston, C., Danitz, B., ... MGM Home Entertainment Inc. (2003). Bowling for Columbine. United States: MGM Home Entertainment. Schechter, H. (2005). Savage pastimes: a cultural history of violent entertainment. New York: St. Martin 's Press. Whiteman, H. (2013, November 29). Violent video games reduce self-control. Medical News Today. Wikemedia Wikimedia. "History of television." Wikipedia. Wikimedia Foundation, 6 Feb. 2014. Web. 7 Feb. 2014. .

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