The document discusses arguments around whether video games cause violence. It notes that the video game industry is often blamed for issues like school shootings, but research suggests multiple factors contribute to violence, not just video games. While some studies found people who play violent games are more aggressive, others note these people may have been aggressive to begin with. The document concludes that games are not a primary cause of violence, as most game players do not act violently, and factors like childhood experiences have more influence on behavior.
2. The video game industry is a massive part of the media and it always has been the easiest
to blame and scapegoat in the media because most of the top games out today include
violence, sex, drugs and alcohol and because most people play or have played games.
For example, a recent game that was released called mass effect was blamed for the school
shooting at sandy hook.This wasn’t the case due the shooter suffered from multiple
disorders that effected his behaviour, they blamed it on a game he played and that wasn’t
the case, It’s the easiest to blame.
There is a quote that is in favour of games don’t cause violence “The truth is there are many
factors that can lead to violence, such as being withdrawn and isolated, so it is hard to say
it is because of one thing” Professor David Buckingham, of the Institute of Education.
The thing about this quote is that it’s true, they cannot just say games make people violent
because if that was true then most people who play games would show signs of being violent.
Though some do, it is a very small percentage so you can’t be biased against all the players due
to a small handful.
Introduction
3. Here Is a picture taken from
the creators of the game mass
effect as their game is being
blamed for the shooting at
sandy hook, they are saying it
was like their intentions to do
the shooting and asking if
they were happy about what
they’ve done, they are
blaming the company because
the shooter enjoyed the
game, from a report they
found aWord document
entitled "Selfish" about the
inherent selfishness of women
was found on Lanza's
computer after his death
which doesn’t link to video
games.
One of the comments says that “he LIKED your game”, a lot of people liked
this game but this was the only indecent relating to it, so this is evidence
that gaming doesn’t make us violent.
4. Games are big scapegoat within the
media as it supposedly causes and
leads to violence, though it also does
the exact opposite. Playing games
while stressed helps calm as it takes
your mind of things and puts you in
another world.
Many things can cause people to be
violent like childhood memories and
that sort of thing so gaming isn’t
exactly the main reason, but neither
are the others, it entirely depends on
the person.
5. Within the media, the video game industry get blamed for multiple
issues, including behavior problems.The research suggested that people
who play video games are more likely to be aggressive but some say this
just shows violent people gravitate towards them. Obviously not
everyone but the “Majority” of the people they tested got aggressive,
maybe it could have been true or could have been biased, we wouldn’t
know ,according to another survey where they monitored the brain
activity of 39 players, they noticed a casual link.When shown images of
real-life violence, people who played violent video games were found to
have a diminished response. However, when the same group were shown
other disturbing images such as dead animals or ill children they had a
much more natural response.
According to another source, playing violent video games gave the
players to go on a rampage, or at least fuel their urge.
6. Games are useful to todays society as it creates a wide variety of jobs and
also has been used for educational purposes.The game minecraft has
become popular in some schools in the united states as the teachers
teach their students how to play. It can improve visual-spatial skills since
students are working with objects in space to create structures, and it
also could be useful for students with programing as they learn the basis
of the game and use it to help them code similar, or just use it to see how
the game runs, and like said before, gaming can be used to help cure
someone’s stress by playing a game of their choice.This could either be
something relaxing or something violent, it just depends on what the
person fancies.
7. The Bobo Doll Experiment was performed in 1961 by Albert Bandura to try and add
credence to his belief that all human behaviour was learned, through social imitation
and copying, rather than inherited through genetic factors.The Bobo doll is an
inflatable toy about five feet tall, designed to spring back upright when knocked
over.
This can be related to video games in the same way though it does prove a valid
point from this experiment. If kids see violence sure they may get affected by it and
may re-in act it but not as much as they would if they saw their parents cause
violence.That’s what the experiment proved, that kids will follow in their parents
footsteps and not what they see from non relatives.
8. The BBFC will continue to classify all games featuring strong pornographic (R18-
level) content and ancillary games attached to a wider, primarily linear
submission. The BBFC will also continue to classify all non-game linear content on a
game disc, such as trailers and featurettes. Pornographic game content and ancillary
games on video releases will require a standard BBFC certificate.The BBFC will also
examine certain linear content in video games.
For pornographic game content, the only certificate we can issue is R18.
Examples of such linear content include theTV material created for the GTA series;
video rewards for completing certain tasks or levels within the game; or other video
content which does not contribute to the narrative drive of the video game.
9. Video game ratings using the Pegi (Pan-European Game Information) system have
become legally enforceable in the UK.The move was first announced by the previous
government in its Digital Britain Report in June 2009 which had followed the Bryon
Review into Safer Children in a DigitalWorld.
Organisers say it will help families "make informed decisions".
In addition to the age ratings, packaging will also feature diagrams warning if the
title includes bad language, drugs, discrimination, fear, gambling, sex, violence or
online gameplay with other people.