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Popular Culture of Violent Video Games

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Popular Culture of Violent Video Games
Popular Culture: Violent Video Games

Popular Culture: Violent Video Games Violent video games are a form of popular culture that is very controversial in the world today. Various professionals and the society members have argued over the issue of violent video games especially on how the games should be restricted or prohibited to limit their use among the youths. These controversial arguments about violent video games make this kind of popular culture an interesting and important topic for popular culture research. For instance, debates have risen over the use of graphic violence in the video games. Studies have indicated that the individuals who participate in playing video games are much likely to be addicted to the games. Moreover, the studies have indicated that the continued participation in violent video games results in individuals developing forms of aggressive behaviors in their real life situations. However, some opposing ideas have come up to indicate that the portrayal of severe aggressions among individuals is not related to video game violence. Further, some studies have also pointed out the exposure of individuals to the video games of violence have positive results, such as enhancing teamwork (Anderson, Gentile, & Buckley, 2008). Therefore, these various perspectives toward the popular culture of violent video games make this topic fascinating and interesting for study. Violent video games have become common in many societies and the games are blamed for various violent behaviors demonstrated by the youth. Violent video games have facilitated the learning of various attributes of popular culture. For instance, the exposure to video games of violence has led to the creation of attitudes among the users of the games in which they indicate that the games are desirable and preferred by many individuals in the society. The popular culture of video games that demonstrate the use of



References: Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2008). Violent video game effects on children and adolescents: theory, research, and public policy. Oxford: Oxford University Press. Berger, A. A. (2002). Video games: a popular culture phenomenon. New Brunswick, N.J.: Transaction Publishers. Danesi, M. (2008). Popular culture: introductory perspectives. Lanham, Md.: Rowman & Littlefield. Gentilea, D. A. Lynchb, P. J. Linderc, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence 27 (4) 5–22 Grossman, D. (1995). On killing: the psychological cost of learning to kill in war and society. Boston: Little, Brown. Lee, M. S. (2004). Effects of Video Game Violence on Prosocial and Antisocial Behaviors. Journal of young investigators 11(2). Retrieved from http://www.jyi.org/volumes/volume11/issue2/articles/lee.html Sheese, B. E., & Graziano, W. G. (2005). Deciding to defect: the effects of video-game violence on cooperative behavior. Psychological Science 16(5): 354-357. Sparks, G. G. (2010). Media effects research: a basic overview (3rd ed.). Boston, MA: Wadsworth. Storey, J. (2004). Cultural theory and popular culture: an introduction (3rd ed.). Harlow: Pearson Education. Wallace, J. (2011). Sociology: a global perspective (7th ed.). Belmont, CA: Cengage Learning.

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