Cited: Carey, Benedict. "Shooting in the Dark." The New York Times. N.p., 11 Feb. 2013. Web. 20 Mar. 2013.
Cited: Carey, Benedict. "Shooting in the Dark." The New York Times. N.p., 11 Feb. 2013. Web. 20 Mar. 2013.
Seven hours. That is the amount of hours a day the average American child plays a video games (Anderson 354), and with technology advancing and games becoming more graphic, the concern over a violent game’s effect over a child’s development is growing. What does playing video games for seven hours do to a child’s development? Violent, role-playing video games adversely affects a child’s development and causes aggression in children and adolescents; these games desensitize players, reward hurt and destruction, and glorify dangerous weapons.…
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…
Anderson, Craig A. (2003). An update on the effects of playing violent video games. Retrieved October 5, 2010 from http://inst.eecs.berkeley.edu/~cs10/fa09/dis/02/extra/update_violence.pdf…
The video games phenomenon is somewhat new in this modern society. Although they often to be entertaining, the contents have become more violent and disturbing as computing technology has become much more advanced. These days, the popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they think that the violent will spill over into the real world. However, I strongly believe violent video games do not cause an increase in aggression in adolescents. In fact in many ways violent video games benefit the children that are playing them.…
Video games with violent themes are a very large part of the American culture. Children and young adults spend an enormous amount of time playing video games in today’s world. It is a popular belief that video games cause violent behavior in children and young adults. There have been hundreds of studies to either prove or disprove the idea that violent video games cause violent action in real life. In my opinion, the link between violent games and the behavior problems seen in some of today’s youth is just not there. Many of the studies are inconclusive. The studies I have found that are not inconclusive, I find to have unanswered questions and missing variables.…
Video games are made of different characters, some of whom are considered protagonists and others antagonists. Children may find these characters exciting and this could lead to a form…
However, Video Games have faced a lot of criticisms especially with the introduction of violent games. Since majority of the gamers are teenagers; it is believed that these games affect the growing minds of these gamers and have made them violent. However, I do not support this statement as violent games do affect the gamers but it is not a long-term effect. As stated by Kyle Orland, “violent video games don't cause any long-term psychological harm”(2011). Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. The overwhelming majority of kids who play do not commit antisocial acts. The strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful.…
As indicated by a study done by Kutner and Olson a pair of Harvard researchers, young adults are merely trying to relax when they spend their time playing mature rated or even more violent video games. The psychologist used a different approach in their research and had conversations with their tests subjects who have just finished playing violent video games for a long time (Cheung). Playing violent video games serves as outlets wherein people are able to unleash their violent tendencies. As emphasized by Michael R. Ward, the reactions of people in real life are comparable to those from playing violent video games. These people refer to this as more “socially acceptable” and so they decide to interact with this form of media (Ward).…
In this paper, the effects that violent video games have on adolescents will be discussed. Mentioned throughout this paper will be results from specific studies that both support and oppose the theory that violent video games increase aggression in adolescents. The theory that violent video games do encourage aggression will be the main focus, specifically supported the study conducted by Weber, Ritterfeld, and Mathiak in 2006. Evidence from their studies will be used to prove this point by discussing the physical and neurological effects of exposure to violent media. Results from other related studies will also be discussed to support this theory, such as the study done by Barlett, Branch, Rodeheffer, and Harris on the short-term effects of video games, and the study by Carnagey and Anderson, which examines the effects on adolescents of rewards and punishments of violent behavior in video games. Studies that support the opposing theory will be criticized for their vague results and lack of concrete evidence.…
Murder, shooting, stabbing, blood bodies, gore, beating, & fighting. Does this sound familiar to any of you guys? Well, to me this sounds like something that you would get arrested for. However for most kids, this is something that they would do while playing violent video games. In today’s society we see these violent video games as a normal pass time where kids would get together and play games like black ops, grand theft auto, halo, assassin’s creed, battle field and many more. Most of these games revolve around killing, stealing, decapitating, assassinating and etc. Just saying these words make me cringe! Do you guys really think that kids should be exposed to such mature themes like these ones? Well, I’ll go through all the reasons why violent video games are extremely wrong and should not be played by kids like us.…
References: Anderson, Craig A. (2004). “An update on the effects of playing violent video games,”Journal of Adolescence 27, 113–122.…
Cited: Andersen, Craig Alan. Gentile, Douglas A. Buckley, Katherine E. "New Studies". Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press, 2007. Print.…
According to Handbook of Children, Culture, And Violence in 1972 the first commercial video game, “Pong” a game based on playing tennis, was introduced (Dowd, Singer & Wilson, 2006, p.226). When Pong became widely available and popular for general public through commercial, many saw the opportunity of making great profit in the video gaming industry and it was then when the technology and creativity was pushed. Financially, video games have exceeded the motion picture industry in sales (Williams, 2002). In the past decades violent video games have stood-out as been successfully marketed and are very popular with male and female children, adolescents, and adults. However, the concerns of the topic that video game violence has the potential of influencing the psychological development of players has been disputed since the mid-1970s, when video games first became available. The issue has been discussed during the past decades amongst both the general community and professionals in the field, and although various research studies have been conducted in to response to this issue, the results are inconclusive and still debated amongst many. The purpose of this essay is to investigate both positive and negative aspects of violent games to determine if video games actually promote violence in real life, or whether media reporting have misled viewers into thinking so. The main arguments put forward in research publications will support my view that video game violence does not promote violent behaviours of adolescents. In fact, research has shown that youth crime rates in the US have decreased since video games…
The research topic that we have chose is violence video game on teenagers. The reason of this research is conducted is because teenagers spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully. Because video games are such good teachers, it is critical to help parents, educators, and policy-makers understand how to maximize their benefits while minimizing potential harms.…
Over the century, video games have become quite an attraction among people of all ages and culture. A statistic showed that the age bracket for video gaming ranges from eight to forty year olds (Baran, 2012). With the advancement of technology, video games also have advancement in its realism and genres. The technologies allowed video games to become very sophisticated and realistic. This type of advancement had brought the Video gaming to a multi-billion dollar industry. However, with the level of realism, there are also negative affects to society. Since the creation of violent video games or “mature” games, there have been constant disputes whether or not if these games will increase violence in the player. Although, not all video games are graphic and violent in nature, some video games may promote skills such as motor coordination, learning, and creativity. Nevertheless, there are researches on the effects between video games and violence. The studies show concerns about the effect of violent video games on young people who play videogames excessively. However, it implores the question: Which comes first, can violent video games aggravate a player’s violent behavior, or does the player with violent tendencies is more susceptible to act out their violence through playing video games?…