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Video Games and Violence
Parents and other adults have begun to become more concerned about violent video games due to
the increased reality in the games. However, society may not realize how children and teens are
affected by these games. In modern times, children and young adults are affected by violent games
in a negative way by causing changes in their behavior. The average American child watches 28
hours of television a week and by the age of eighteen will have seen 16,000 murders and 200,000
violent acts (Gallagher). People who defend violent games like to point out that playing the games
does not mean all players will go out and commit acts of violence, and that millions of people who
play do not demonstrate violent behavior(Hicks). Although that is true, ... Show more content on
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The games may bring out the violent side they already had (procon.org). The Simmons College
study found that children's morals come from other peoples' perspectives and violent games do not
show a positive perspective when it comes to the suffering of others (Hicks). Not only are their
behavior and perspectives affected, their stress levels can increase or decrease as well. Researchers
have discovered playing video games can reduce the stress–related hormone cortisol. This new
research was found by creating a game to help train people to change their perception about social
threats and boost their self–confidence. In one of the most recent studies, twenty–three people were
told to play a game which involved clicking on the one smiling face among many frowning faces on
a screen as fast as possible. Through repetitive playing, players' minds are trained to look for the
positive aspects of life. The employees did this each work day morning for a week. They filled out
daily stress and self–esteem surveys and had their cortisol levels tested through their saliva. Tests
showed an average seventeen percent reduction in cortisol production compared to a control group
that played a similar game but without the smiling faces. New games can be created to help people
cope with social anxiety and help athletes concentrate more on their game rather than worrying
about their performance (Nauert). Studies conclude violent games do not
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Video Games And Violence Essay
Eddie Makuch stated that "Finding that a young man who committed a violent crime also played a
popular video game, such as Call of Duty, Halo, or Grand Theft Auto, is as pointless as pointing out
that the criminal also wore socks." (Makuch, 2014). According to Background on the Issue (2016),
97% of children in the United States play video games. This contributes to the development of
domestic video game industry, with more than half of the top–selling video game companies
promoting violence (Background of the Issue, 2016). The release of the video game "Death Race"
marked the start of violent video games in 1976. This gave way for many more violent video games
to be generated once the manufacturers took away Death Race. Games like Night Trap, Cluster
Revenge, and Murder Combat begin to surface. (citation) Violent video games have many negative
effects and influences on children. Playing violent video games may result in children beginning to
show more aggressive behavior, desensitization to violence, and teach children that violence is an
adequate way to resolve their conflicts.
Playing violent video games increases the chances of a child becoming a more aggressive person.
Violence in video games has been linked to aggression, this is presented when children try to imitate
the violent acts from their fictional games in a non–fictional world. American Psychological
Association (APA) task force, "research demonstrates a consistent relationship between violent
video game use
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The Importance Of Violence And Video Game Violence
Violent video games makes people violent in real life (according to cnn.com and psysiolicaly.com) .
This is because, I have played violent games for a long time and it doesn't make me more violent
than i have always been. After, People who buy these such games don't always resort to being
violent because we don't have half a million people shooting people around the world.Also, No one
would go around hurting random people for a random reason unless they are mentally crazy or
insane or they have a real reason to do this to the innocent people. Real world violence and video
game violence are two completely different things. This part is correct because, if they were then we
would have more than 70 million people running around making the world into a place of complete
chaos and insanity. The proof is, the majority of people who play these type of video games do not
engage themselves into violence and or acts of crime. This is true because, people have sold over 70
million copies of GTA V and if this was true than we would have more than 70 million people
committing a crime. If this would be true than we would have a world full of crime and it would be
insanity and chaos all over the world even in the best of places. Overall no games have had effect on
real world problems. First, The current conditions easily set up children to begin thinking like
soldiers and even justify killing. After this, It doesn't matter how many digital avatars you've
slaughtered in video games
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Violence On Violence And Violence In Video Games
Violence in Video Games
Violence, killing, blood, and drugs are just a few of the things kids see on their games everyday.
These things impact a child more than we realize. Many parents do not limit their child's screen
time, or monitor what they play. According to, Pamf.org, "Part of the increase in aggressive behavior
is linked to the amount of time children are allowed to play video games–and daily media use by
children is increasing significantly.". Media especially video games affects the behavior of people in
society.
Technology is a big thing in our world today and it will continue to grow. According to
nydailynews.com, "The average American then spends another 32 minutes a day on time–shifted
television, an hour using the Internet on a computer, an hour and seven minutes on a smartphone and
two hours, 46 minutes listening to the radio.". These numbers show that we revolve around
technology. While doing these daily tasks we may not realize how much violence we are actually
witnessing.
Video games were first introduced in the 1940's and since then they have evolved greatly. A half–
billion people on earth play video games an "hour a day," of whom 183 million are American. In
fact, 97 percent of American young people ages 12 to 17 play video games (Jane McGonigal). There
is a huge number of young people that play video games daily, many whom play it way longer than
in hour. Video games are an everyday task to many people, but they do not realize the harm it can
cause.
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Video Games And Its Effect On Violence
Video Game Violence has been a controversial topic for many years, dating back to even the most
simple classic video games like Ms. Pac–Man, Centipede and Space Invaders, eventually pushing
into more modern games like Grand Theft Auto V and Call of Duty: Black Ops. This investigation
attempts to expand and analyze the idea that due to the historical trend of video game violence being
accused of blame for seemingly related violent events, some of the research may be faulty. The way
we look at video games and how we research their tie to violence could potentially need corrected.
Within this investigation we will be looking very closely at how these tests were done, analyzing if
they were valid, considering the people behind these tests and the general misconceptions people
may have of video games and their impact on violence. Just about anyone in most modernized
counties has heard the claim before, placing the blame on a video game, music or television for the
violent acts seen in their youth today. Typically these trends seem to pop up when we are referencing
school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too
easy to quickly blame something like a violent video game for their behavior. This investigation
examines the actual statistics of these violent crimes and how they are tied to video games
specifically.
Throughout history we have always be fearful of something that we do not understand, typically
expecting the
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Video Games & Violence
UNV – 104
August 11, 2013
Video Games and Violence Video games and violence have different effects on children according
to the type of video games that is being watched It is important to understand the world of video
games. All video games do not prevent violence in children. Parents should take into consideration
in monitoring their child while choosing video games. Depending on the video game that is chosen,
does not mean the child will result in violent behavior later on in life. There are many types of video
games that may promote either positive or negative effects in children. As there are many types of
video games that are being played by children for different pleasures. To name a few, there are
adventure, ... Show more content on Helpwriting.net ...
It brings motivation, and finds many challenges to become strong when their weak areas just like
adults, and college students. "When it come to video games particular cognitive skills, say the
authors, researchers have found that electronic media particularly video games can enhance visual
spatial skills, such as visual tracking, mental rotation, and target localization. Schmidt, M., &
Vandewater, E.A. (2008). (1) 63. Also another positive affect will be developing reading and math
skills. Those skills are helped in homes, schools, libraries, study and testing material. I would say it
can help boost the child's self–esteem also. They will have confidence and won't be shy to read a
word, sentence, or add and subtract in working out a problem. " Studies in video games in
mathematics education revealed that video games help people improve their basic math abilities;
promote innovative mathematical & thinking skills and is suggested to be a ideal medium to teach
middle school math as part of the teaching kit". Lim Abdullah, M. Baker, Z Ali, R, Faye, I., &
Hasan, H. (2012). (64), 968–974. Finally, it is important for parents to monitor their children's video
game usage. After purchasing the video games, to while the child is playing those particular video
games. Observing their interaction is important, that is the only way to see if the game may elevate
change in their behavior. When monitoring, you will learn how to choose video games for your
child.
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Video Games And Teen Violence
Alejandra Garcia
Professor Morris
English 009
October 28 2017
Violent Video Games and Teen Violence
Video Game Violence has been a big controversial topic for many years, going back to the most
simple classic video games like Ms. Pac–Man, Centipede and Space Invaders,which eventually
turned into more modern games like Destiny and Grand theft Auto. This research expands and
analyzes the idea of how video game violence is always accused and put to blame for aggressive
events and how the research of this is faulty . The way most people look at video games and how
people try to connect them to violence could needs to be corrected. Within this research we will be
looking very closely at how these studies and tests were done on violent video ... Show more content
on Helpwriting.net ...
For example violent video games allow players to unleash any type of anger they have onto the
game instead of acting out aggressively in the real world. A peer–reviewed study published in the
Journal of Adolescent Health found that teenagers, especially boys, play video games as a way to
control themselves when it comes to their emotions. 61.9% of the boys who were studied said they
played to help them relax, ' 47.8% because 'it helped them forget their problems, ' and 45.4%p
played because it helped them get their anger out. Teenagers can use these games to experience
fantasies of power and fame, to explore what they accept as exciting and realistic environments to
work through angry feelings or relieve stress. The games can serve as a substitute for actually rough
and aggressive play. Also many studies fail to look for other factors that can contribute to why
teenagers are aggressive, such as family history and mental health, plus most studies do not follow
children over long periods of time. Video game experiments usually just have people playing a game
for a few minutes, which is not how games are played in real life. Most teens end up playing their
games for hours. What is not addressed in most studies that are against video game violence is the
majority of well–adjusted teenagers who are also playing those same games, and are showing no
signs of any kind of aggressive
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Video Game Violence : The Dangers Of Violent Video Games
"...players can also be hunting for mutations that cause cancer, Alzheimer's disease, or diabetes"
(Mohammadi). Most people think that violent video games and video games in general serve no
beneficial purposes. That is not necessarily true because violent video games can help solve
problems and be contributive to society, distract those who are prone to violence, also violent crimes
and actions are not influenced by violent video games.
Video games can help solve problems and be contributive to the real world. For example "This is a
new way of working for scientists, but as long as they learn how to trust game developers to do what
they do best– make great games – then they can have thousands of people from all around the world
working on their data"(Mohammadi). In this quote, it talks about how if a lot of people played or
helped, there would be more efficiency in research. Gamers can help in all sorts of ways for science,
for example "Genetic analysis, for instance, is about finding sequences and patterns among
seemingly random clusters of data. Frame the analysis as a pattern–spotting game that looks like
Candy Crush, and, while aligning the patterns and scoring points, players can also be hunting for
mutations that cause cancer, Alzheimer's disease or diabetes"(Mohammadi). This quote shows how
video game players can help find and discover new data. Also, "...people playing an astronomy
game called Planet Hunters found a curious planet with four stars in its system, and
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Violent Video Games: Does Violence Cause Video Game Violence?
video game violence is a hot topic in the American society, with many incidents of shootings at
schools lately it has revive the controversy of how video game violence has affect the way of
thinking of the video gamers. this investigation has the purpose of analyze how video games
violence contribute to a increase in violence in the youth of this country. the games that are more
blame for actual violence are war games like call of duty and gear of war, and the just kill for fun
like grand theft auto. But is it fair to blame the increase on violence related to this kind of video
games or are parent not educating their children to learn about respect. The purpose of this
investigation is try to find the real consequences of young kids learning ... Show more content on
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Activision has announced that Black Ops 2 hit $1 billion in just 15 days". This game consists of a
first–person war game which make it more realistic as it the player was actually fighting in the war.
The problematic situation is are games too realistic that actually make the players want to commit
the same actions in real life. In the past 5 year shootings at schools have become more frequently.
One of the most horrific was the sandy hook shooting back in December of 2012. Where a 20–years
old Adam Lanza fatally shoot 20 children and 6 teachers. in a article by C. J. Ferguson, he states that
"violence hypothesis have taken to claiming that media violence effects constitute a public health
crisis on a par with smoking and lung cancer, or that 30 per cent of societal violence is due to the
media" which in the case of the sandy hook shooting that could be a possible explanation a mentally
ill teen with the violence of video games can lead to an event as the one occurred at Sandy Hook
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Violence And Ethics Of Video Games
In recent years, we have seen many video games criticized and bashed in the public eye for their
disputable content. However, the game industry has been subjected to controversy since the creation
of its first adult themed games such as Death Race 1976 or Custer 's Revenge 1982. These two
graphics limited games have introduced video game violence to the public and since then debate
about morals and ethics of video games evolved over the years together with the game experience
thanks to modern technologies. Violence is one aspect of many that can cause great controversy
that's why it is important to create a suitable ethical, cultural and legal context as it can determine its
failure or its success. In this paper, I will present an example ... Show more content on
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Soon after, the rebellion group ISIS will declare its victory over the other rebellion groups and will
proclaim Raqqa as its new capital.
In the next level, the main character will be Wahid an Isis combatant who has been trained since
childhood, he will go on different missions against the rebels in order to expand the Isis territory.
The player will have to face different enemies and the story will focus on Wahid and his violent
companions. The player will gradually become familiar with each one of the combatants,
participating in their daily lives, he will get to learn more about their beliefs, their morals, their
occidental hate, their views on Islam, and most importantly how they joined Isis; how some of them
left their countries, their jobs and their families because they believed in a one true Islamic nation.
This level will feature extreme violence against the rival troupes and sometimes even against
innocent citizens who will refuse to join Isis. The player will succeed in this level by conquering
different small cities and defeating the enemy. Wahid will be an extremely aggressive individual and
will not hesitate to slaughter people using different arms from knifes, machetes to sniper rifles. After
the mission, we will see the combatants coming back to Raqqa triumphantly and cheered by the
crowd.
Coming back to Huda, the player will catch a sight of how she managed to subsist under the Isis
government as she was staying in a shelter for women and also the
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Video Games and Violence
There are probably millions and billions of video games sold every year to people. Some people
seem to believe that violence correlates directly with video games. Video games are something that
is usually a big interest in people at the ages of 13 to 19 years old. Video games usually start off as a
little fun and then turn into a major hobby for some people. Emotions change based on whatever
happens while a person is engaging in these games most of the time. These games are another way
to observe how people react emotionally to these games.
These video games have ratings made officially by the Entertainment Software Rating Board or
ESRB for short. Video game ratings go in a specific order ranging from Rated–EC which means
Early Childhood to Rated RP which means Rating Pending. There are also more ratings in this guide
such as Rated–E for Everyone and Rated–T for Teens ages 13 and older ("ESRB Ratings
Guide").These video game ratings help the person who is purchasing these games by showing what
age is recommended for the person to be able to play the games.
The Entertainment Software Ratings Board also makes content descriptors. These tell the people
who are buying these games what the game they are buying contains such as, "blood and gore"
which contains content only for ages 18 and up. Another descriptor is known as "use of drugs"
which is described as anything involving illegal drugs. Violent References is another content
descriptor which deals with killing people or
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The Consequences Of Video Game Violence In Video Games
Violence in video games is well–known for toeing the line between entertainment and immorality.
The controversy began as early as 1976, when protestors destroyed an arcade game that revolved
around hitting human–like creatures with a car. As computers grew more advanced in the next two
decades, video game violence became increasingly realistic ("Background of the Issue"). This
prompted the creation of the Entertainment Software Rating Board, commonly abbreviated ESRB,
in 1994 for parents to make informed decisions regarding the content their children were exposed to.
The 1999 shooting at Columbine High School fueled the debate further, drawing potential
connections between virtual violence and real–world consequences ("Background of the Issue"). In
the years following, laws regarding the sale of video games with graphic violence sprouted up
across the nation. Even the Supreme Court was involved ("Background of the Issue"). Today, "as
many as 97% of US kids age 12–17 play video games, contributing to the $21.53 billion domestic
video game industry" ("Violent Video Games"). Critics of video game violence argue that it directly
increases a person's violent behavior and lowers their tendency to act for the benefit of others.
Defenders of video game violence argue that media coverage of video game violence is heavily
biased, studies that link it to acts of violence are flawed, and that video game violence is a harmless
outlet for emotions of aggression. Critics of violence in video games believe that it increases an
adolescent's tendency toward violent actions. Multiple credible organizations also view playing
violent video games as a statistical detail affecting a person's aggressive tendency. Over 98% of
American pediatricians say that children and teens become more aggressive when exposed to violent
media such as a violent video game ("Violent Video Games"). The FBI uses an individual's violent
video game history to assess the risk of a school shooting threat. The American Psychological
Association cites frequent violent video game exposure as a risk factor that contributes to violence
in teens ("Violent Video Games"). Some groups that are against video game violence go as far as to
list it as a primary cause
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Essay Violence in Video Games
Video game violence has been a controversial subject for many years. Even the most simple, classic
video games have had this topic pop up, dating back to the 1980's, games like Space Invaders, Pac–
Man, and Donkey Kong. But more especially in modern video games, such as the Call of Duty and
Grand Theft Auto series. Many investigations attempt to analyze the idea that video games are
making people more prone to violence, and even point to violence related events, some of said
research information may be faulty. Within these investigations there will be evidence and proof for
both parties and analyzing if they may or may not be valid, and considering the people behind the
statistics and their claims. Most people that live in somewhat ... Show more content on
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A good explanation of that comes from Marc Prensky: "The most explicit kind of learning in video
and computer games is how to do something. As you play you learn, gradually or quickly, the moves
of the game–how various characters, pieces, or anything else operate and what you can make them
do."(Prensky 20) He also has another article that explains exactly what is gained from these types of
activities, stated here: "At the second level, players learn what to do in any particular game (and,
equally important, what not to do)."(Prensky 21). So with that information, just because a game isn't
made for learning, doesn't mean that said person cannot learn from said game. Many people also
claim that video games cause people to become dumb and cause children to have poor grades in
school. Some may say that belongs to the responsibility of the person playing the game or the
parents of the child, limiting their play time and making time for them to study instead of playing
video games. Video games also tend to generate a massive amount of revenue. A large part of the
revenue has violence contained in those products. Ranging from cartoon violence to hyper realistic
violence, it is still contained and still marked as such. "97% of 12–17 year olds in the US played
video games in 2008, thus fueling an $11.7 billion domestic
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Video Game Violence
Media and Video Game Violence and the Systematic Desensitization of Children
Violence in media is not a recent development. Prior to television, citizens across the country glued
themselves to the radio listening to the broadcast of popular crime dramas. Before radio, books and
newsprint fulfilled society's craving for dramatic violence. Prior to the days of technology, live stage
performances served to sate man's desire for thrills. With the recent advent of technology along with
an ever–increasing human desire for blood–pumping entertainment, children now are much more
exposed to media violence than ever before. Gauthier, Zuromski and Gitter write, "Media coverage
of violent killings (e.g., the Columbine High School shooting in 1999) has cited the potential role of
violent media exposure in fostering aggressive behavior, especially because some of the perpetrators
have a history of violent media consumption" (513). Children spend hours on end watching
television shows and movies filled with violence or playing video games where they can play the
role of a character and act out the violence themselves. This can lead to children eventually playing
out these fantasies in real life or, more likely, not reacting humanely in the face of violence.
Overindulged by the violence in media and video games, children are losing the capacity for
compassion and developing the capacity to harm others without feeling guilt for their actions. To
help curb these harmful effects,
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Violence : Vindictiveness, Violence, And Video Games
Vindictiveness, Violence, and Video Games For the past few decades, video games have become a
very popular past time for many ages that range from adolescent to adults. Video games have a wide
variety of platform options that allow any one person to participate on multiple systems. The
multiple systems provide these individuals with complex options for different genres. There are
many different video game genres to choose from, but some of the most popular in today's society
are: adventure, sports, and action. Today in the U.S. the most widely preferred gaming genre is
action/shooting games which are often violent. There is concern with the public that these video
games specifically violent or aggressive video games are having a negative influence on players
mental health, which is leading to the rise of public shootings as well as other forms of violent
behaviors. In order to prevent these violent outbreaks, many studies are being conducted to provide
more insight on how violent video games can affect the players mental health. Since violent video
games have become very popular, the effect of these violent video games on aggression is a very
relevant issue. As stated in an article written by Paul Adachi, "...31% percent of adolescents play
video games every day..." and "... five of the 10 most frequently played games are violent" proving
that many American adolescent partake in violent action that should not be experienced at such a
young age (Paul Adachi). Lynch, Gentile,
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Violence And Video Games
According to the Entertainment Software Association, a study in 2015 shows more than one hundred
and fifty million Americans play video games; Around 42% of Americans play regularly. There is an
ongoing debate whether video games cause an increase in violence in crimes. Video games do not
increase violence. Video games affects the lives of the players positively, and help children learn
how to deal with violence. Video games have a positive effect on the lives of people who play them.
Cheryl K. Olson, a public health consultant and media researcher, states in the Review of General
Psychology, "Getting wrapped up in a violent game, it's good. 'Cause if you're mad, when you come
home, you can take your anger out on the people in the game" ("Video Game Violence Does Not
Cause Violent Behavior"). Video games are used as an outlet for players to release their negative
feelings. Games help to reduce a player's aggression, stress, and frustration from a bad day by
channeling their anger into a virtual world instead of reality. According to a study in 2013, organized
by Brad J. Bushman, showed people who did not steal and cheat even though they were given the
opportunity were more likely to say they were attracted to violent video games ("Video Game
Violence Does Not Cause Violent Behavior"). This study suggests that the people who had
demonstrated their good morals used violent video games as an outlet to their frustration. Video
games have positive effects on the lives of the
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Violence in Video Games
In the article from Thom Gillespie states that Grand Theft Auto (GTA) is the latest video game to be
known of demeaning our society's youth in the U.S. He states though however, video games such as
GTA are "art" and deserve protection. Moreover, those games just mirror humanity's violent
instincts; they do not provoke violence, Gillespie argues. These games also offer chances for debates
about ethical issues and the costs of actions. It is known from his writings that Thom Gillespie is a
professor of telecommunications and a director of the Masters in Immersive Mediated Environments
program at Indiana University in Bloomington. (Gillespie). He mentions in his article that:
He teaches game design at Indiana University in the MIME [Masters in Immersive Mediated
Environments] program, so he actually has to study games. He has a research budget, some of which
he uses to buy Play Stations and lots of games. He also buys strategy guides because these games
are in reality too difficult for a guy with a Ph.D. in information science from the University of
California at Berkeley to figure out in a normal time frame, like say, a school term. This term he has
been spending a lot of time trying to understand how GTA is corrupting minds and morals. He hasn't
figured out the minds–and–morals thing yet, but he has discovered that there are some amazing
areas where using GTA in my university classroom with the students is a wildly enlightening
experience for both himself and the kids.
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Violence : The Causes Of Violence And Video Games
Not only that, losing in a game invokes the feeling of frustration as well. Similarly, these feelings
are often seen in the real world. For example, football watchers often exhibit frustration when their
favorite team loses a match against a formidable foe. In few cases, this leads to destroying objects
around the house to release the anger that comes from defeat. Similarly, video game players
experience frustration such as playing games such as Golf with Friends and fails to perform a hole
in one. Thus, this leads to aggressive behavior such as exhibiting profanity. Although unlike
football, video games receive backlash from media that they cause violent behavior. Although, Paul
Tassi argues that video causes aggressiveness; however, he claims that it comes mostly from the fact
that players tend to become frustrated due to losing rather than the content of the game (4).
Therefore, the experience of losing causes aggressive behavior rather than the game itself. For
example, players can express aggravation when they encounter games like Mario, where they miss
to land a jump and fall to their death which results in starting all over from the beginning. Although,
some may argue that the frustration creates violent behavior. Although it may be true to a certain
degree, this does not mean that everyone will become violent simply from being frustrated. In fact,
it mostly depends on the person's tolerances of experiences of failure or lack of mastery. Overall,
video games are not
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Video Games And Gun Violence
We live in an evolutionary and technological world that determines the course of mankind's future.
We threw away most of our traditional values and set the stage for new ones. In regards to the recent
attacks in Orlando, gun violence in particular has ravaged the nation's security and led major
concerns of the government's laws and regulations. But aside from those attacks and keeping gun
violence in mind, could violent video games be the instigator among these attacks? Have these video
games influenced these terrorists' actions? It goes down to how well we are influenced by these
video games. Every day, people are constantly bombarded by advertisements and about 70% of us
are taken away by how well the product or idea might seem like. That ... Show more content on
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But what I'm trying to say here is that it depends on how these avid gamers react outside of the
video games. To be quite honest, most children are influenced by almost anything. However, our
mentality starts to undergo a phase change when we approach our adolescence. But that's not saying
that every teen will undergo this mental change. In fact, not everybody develops like each other.
Consequently, teenagers who are engaged and continue to hone that influential behavior similar to
when they were younger are the prime targets of these terrorists' actions. This is why it is important
to recognize and understand that the labels for every video game isn't just to indicate which age is
appropriate for these video games; it can save many people's lives. Parents are responsible for
guiding and keeping their kids away from harm. If children were raised in a respectful and obedient
way, then these kids wouldn't behave in this
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Video Games And Violent Violence
One cannot avoid them; they are everywhere. On television, iPads, cell phones, and even specially
made devices for babies and children. Video games are interwoven with our daily lives. For many, it
is just an innocent way to relax or enjoy themselves. For others, it has become an addiction in which
they cannot escape. Not all video games are violent, but what about those that are? Does society
have an obligation to monitor every type of video game children and adults play simply because
they believe it may lead to acts of violence?
Psychologists, Sociologists, Anthropologist, Schools, and Law Enforcement not only in the United
States but across the world, have been seeking out a correlation between violent video games and
violence in youth. They are desperately trying to find an answer for the increase in violent attacks in
many venues such as malls, churches, random shootings, and sadly on our school campuses. All
leading to little evidence, or evidence that may have become bias and needs to be excluded from the
study.
The jury is still out on this decision as some studies suggest there is no relationship and other studies
say there is. This researcher begins her investigation into this research by examining the results of
many different studies. Her reasoning behind this is to discover if there is a real psychological
connection between violence and video games, or if it lays in the aggressiveness of the player
himself.
According to one study done by Oxford University(
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Video Game Violence : Violent Video Games
Brandon P. Student
Ms. Dunn and Mrs. Davis
English III
27 March 2015
Video Game Violence Violent video games have been being created since the first console. Yet only
recently have we been blaming them for aggression in the player. We as humans have a tendency to
blame our violent behavior on other things rather thin ourselves. Now aggression is being defined in
many ways in this situation but mainly people point to the anger that's brought out in the real world
after the game or maybe it's the gamers' tendency to have outburst will playing the game. Both these
thing show anger but do they really show that the game is what caused it. This same situation could
be put in the place of me eating a potato and getting angry right after is it really the potatoes fault
no. everyone get frustrated here and there could it not be that the player is only getting frustrated
with the game same as if I was to get frustrated with trying to open something. Anger is a
mysterious thing we all have it just some of us choose to show it more than others whether it be for
one reason or another. Aggression is not the same thing a assertiveness. will playing games that
include a vs. mode if the player was to die or be defeated by another player they usually want to
retaliate and most people call this aggression but it's not it's the player trying to show his
assertiveness over the other or that he's better so basically if you have in aggressive beaver
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Video Game Violence And Violent Video Games
Abstract The issue of video game violence seems to be a hot topic right now after several shootings
have occurred and made a connection to the shooters being video gamers. In looking at past research
it is apparent that there seems to large amounts of research that contradict one work to another.
Although I would have been interested in conducting a poll of the publics opinion regarding the use
of violent video games and their connection to mass shootings I was not able to conduct the
research. However, for this paper I chose to conduct a literature analysis to see what research has
been conducted and to seek out gaps and themes in this research.
Introduction
After the elementary school shooting of Sandy Hook in 2012 this issue of violent video games
became a hot issue calling for a connection of violence to video games. However, the final
investigative report suggested that he was more a fan of nonviolent games (Ferguson, 2015). Video
game violence is an issue that continues to be studied due to the inability to come to a general
conclusion on whether or not the games provoke violence in connection to mass shootings. With
shootings occurring and receiving mass coverage the media and public often seek a person/item to
place the blame on. After the tragic events that left people dead or injured one of the topics that
emerged was that of video games affects/effects on the person. Over 85% of games contain some
violence, and approximately half of video games include
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Video Games and Violence
Video Games and Violence Awe entering in more advanced society of technology, video games has
become a popular source of entertainment among us. Almost all of us has rented or owned a video
game and we have spent hours playing it. As we all know, video games have become the second
most popular form of entertainment after television; the source of entertainment is proven to be
violent. Excessive playing of video games has a huge impact on our life as well as young adults with
hostile feelings, aggressive thoughts, and confusion between the real and unreal world. Today, many
of us have become addicted to video games but the researches on video games prove that those who
play violent ... Show more content on Helpwriting.net ...
Both types of studies–correlation–real delinquent behaviors and experimental–laboratory aggressive
behaviors have their strengths and weaknesses. The convergence of findings across such disparate
methods lends considerable strength to the main hypothesis that exposure to violent video games
can increase (Anderson and Dill 16) Some people believe video games to be an excellent source of
entertainment and to be a better option than watching TV because of their interactivity. Although
video games teach children strategy and decision making skills, these qualities are only useful to
virtual world. Their creativeness is just limited to the world in video games. The children are not
able to apply these skills when they have to face the challenges in the real world. To me, video
games can merely be a source of entertainment, not a source of knowledge or skills. It is the
responsibility of parents in making video games an appropriate source of entertainment. Parents
should be careful in choosing the right games for their children according to their age. The children
obsessed with violent video games seem less likely to interact with the real world and find
themselves struggling against the real situations. Strategy on games teaches children to utilize the
resources in order to achieve a certain goal in the game.. Finally, video games can create a very
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Violence In Video Games
According to The Entertainment Software Association (2016), a total of 23.5 billion dollars were
spent in the games industry in 2015. In addition, 63% of U.S. households are home to at least one
person who plays video games regularly. The industry keeps expanding and gaining popularity
around the world. Action and shooting games are the most popular genre on the market (ESA,
2016). Many of these games includes violence, gore and sexuality. Even "E" rated games can
provide gender discrimination, hypersexualization and violence without blood. Many youth wants to
play video games because of its trend. With all the violence happening in the world like school
shootings, homicides, domestic abuse. Many factors can affect these sad events such as different
personality trait of the individual, different parenting style, multiple external factors, gender
representation and masculine norms. A literature review was done to examine the determinants of
violence and video games.
Literature Review
Violent behavior A new media. Television used to be the issue regarding violent behaviors.
Nowadays, the table has turned. Video games are becoming the new era of technology. The
American Academy of Pediatrics (AAP) illustrated that video games were particularly "harmful
because they are interactive, and encourage role–playing, which serves as a virtual rehearsal for
actual violence" (Harvard medical school, 2010). In fact, the APP and the American Academy of
Child & Adolescent Psychiatry
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Video Games : Violence And Violence
By the year 1980, almost every house in America had a computer or a television. The issue of
violence in these media products has been a highly–debated issue for the past few decades. Recently
it has become extremely popular in the subject of violence in video games. It is rumored that games
such as "Call of Duty, Mortal Kombat, Battlefield, Halo and many more have been the culprit
behind a recent spike in childhood aggression. Many people have their own views on the subject,
but it has been most commonly deduced that aggression is caused by the games, but violence does
not always follow the aggression. Violence in video games has been proven to have a direct
correlation with the aggression in children. One fine example of violence due to video gaming
violence is the school shooting at Sandy Hooks Elementary School. The 20–year–old Adam Lanza
shot and killed 20 students between 6 and 7 years old, six adult staff members, and his mother hours
prior to the school shooting. Mr. Lanza was studied by psychologists and psychiatrist, to try and
deduce what had triggered such a violent spree. It was shortly concluded that the source was
violence in the video games he played. He owned, like many young adult men at the time, first
person shooter games such as "Call of Duty". In a statement by distinguished, pediatric psychiatrist,
Dr. Vic Strasburger, he stated that "I 've treated several school shooters and my best guess is that
these kids have four factors that apply,One: They 've
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Do Video Games Contribute For Video Game Violence?
Do video games contribute to video game violence?
I will discuss why video games do not contribute to youth violence, what types of warnings are
given by video game companies, and what flaws exist in studies that suggest a correlation between
violence and gaming. As the sales of video games have risen in recent years, some groups claim that
violence in these games has caused violent behaviors among young players. However, this argument
bears little factual evidence supporting such a connection. As popularity of violent video games has
increased, the rate of violent juvenile crimes, including murders, has dropped significantly. The
manufactures of these games include warning labels on all their products, which include a minimum
age group rating, as well as specific features of the game to justify the rating. The players are well
aware that the simulated violence is not real. studies which suggest a relationship between violence
and games are often designed poorly or unreliable.
In every game there is always a warning label describing the content of the game. Video games can't
be blamed for the actions of the youth if the warnings are taken under consideration. Up until 1994,
anyone, kids to adults, were allowed to buy and play any kind of game. The game that changed
everything was Mortal Kombat, created by Midway Games.
Mortal Kombat, 1992, Subzero vs. Scorpion
The game gave birth to many controversies about who should be allowed to play this game. The first
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The Effects of Video Game Violence
When films were first created, they were not always treated as the art form that they're known as
today. They were treated as inferior to classic art forms like paintings and music. However, with
time films have began to be respected as art and with that, many people analyzre the various ways
they effect people. In a mirror image, video games have only been around since the early 1980's
having many people believe the same thing that they did when films were first created. What
follows is an analysis of how video games affect the end–user i.e. Gamer physically, mentally,
socially, emotionally, and culturally. First and foremost, the effect on users physically is often the
most looked at as excercise and physical activity are often the most important parts of a healthy
lifestyle. There are several negative physical reactions to vidoe game usage, most of which are rare,
while others are exteremly common and dangerous. The amount of occurence is often times hard to
determine as their are many different factors that can cause certain problems to development, some
are identical or coexist with the actual act of playing video games, causing many similiar issues to
develop. One of the first physical problems discovered from using video games were epilectic
siezures. Mostly caused by a combination of sleep deprivation, flashing lights, and rapid eye
movement, many people in the first generation of video game consoles suffered epiliptec seizures
causing many medical officials
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Violence In Video Games
Violence in Video Games and How It Affects Us and Our Children Video games, a game played by
electronically manipulating images produced by a computer program on a television screen or other
display screen. There are millions of video games in the world in all different type of platforms,
sizes and genres, also, video games comes with a age group for a specific game. Unfortunately,
some children don't follow the age group in video games and play M–rated games like Grand Theft
Auto. It is known that around 92% of children 12–17 play video games but, the top 50 best–selling
games contain violence. Violence in video games can be portrayed in many ways but all still
effective in every way from hand to hand combat, to guns and blood, to having heads ripped off,
violence is rotting children's mind all across the world. Recent studies have shown that when
children play violent video games, it causes aggression, bullying and fighting. Violent video games
had a link long term aggressive behavior. It is also known that children that play mature games have
bullied or cyberbullied their peers and get into physical conflict. The violence in video games
simulates guns and hand to hand combat can cause real life conflict. The teenage shooters at the
1999 Columbine High School played violent video games; multiple mass shootings have been
carried out by violence in video games for example, Anders Breivik, who killed 77 people in
Norway, has admitted to using the game Call of Duty Modern
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Video Game Violence Essay
Video Game Violence
Concerns about the effect of media violence on children extends back at least to the beginning of the
mass media, with the issue raised with reference to films, radio, television, comic books, and so on.
As technology brings new types of media to the fore, the issue shifts to depictions of violence in
these new media. Both popular sources and scholarly address this issue, asking in effect how violent
video games change children's behavior and make them more violent, assuming that it is believed
that this is the case. The first issue is clearly whether or not violent video games have a detrimental
effect at all. This issue has ... Show more content on Helpwriting.net ...
1, 3). Of course, not all such games are violent, though Gale says 80 percent have violent content
and then writes,
The American Psychological Association, the American Academy of Pediatrics and the American
Medical Association have all concluded that there is a relationship between television violence and
aggression among children (Gale, 2003, para. 9).
As Provenzo (1992) shows, concerns about this are not new, though the spread of such games has
increased greatly over the past decade. As Provenzo notes, one of the greatest appeals of the video
game is also one of the major reasons for concern:
Part of the appeal of video games might lie in giving children a means to activate the "passive"
medium of television. In video games, children can enter into the character of movie and television
heroes and take action as that character. The idea that video games are a means by which children
can activate television is of crucial importance (Provenzo, 1992, para. 3).
Children acting out violent actions as television heroes may transfer this behavior to other situations.
Television heroes have an influence on the behavior of children in any case, and when the child puts
him or herself in the role of that hero, the lesson learned can be even
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Violence In Video Games
To a lazy onlooker, violence in art has no other meaning than that of a primal nature. The use of
violence in abstraction is akin to the use of color in a painting. Video games and films in particular
are subject to such scrutiny as the use of violence is common in these mediums. The point of art
such as these is to express ideas, provide entertainment, and persuade the audience to think.
Therefore, it is absurd to think that video games and movies could invoke violent feelings onto
someone. There is no concrete evidence that supports the claim that society is negatively affected by
violence in video games and movies. The "evidence" that those of the opposite opinion consistently
cite are weak examples that can simply be attributed to other things than entertainment. For
instance, the Columbine shooters played video games frequently and this is used as one piece of
qualitative data that many opposition members cite. However, this cannot be used when describing
the greater populace; the Virginia Tech shooter never played video games and was seen as strange
for not doing so by his peers. Another typical point that the U.S. has the highest homicide rate in the
world and Americans have significant video game use. However, the Japanese are extremely avid
gamers, more so than Americans, and have an annual homicide rate close to zero. There is, however,
no doubt that many forms of media, written or visual are bloody. As Dr. Eugene Beresin says in a
research article, "Consider one
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Essay on Violence in Video Games
Violence in Video Games
Do video games containing violence spark people of today to commit violent acts? Violence in
video games are blamed for some of todays violent crimes. Some people believe that these crimes
are committed due to playing a video game. Others believe that video games are a easy excuse for
the violent acts, and keep America from looking deeper into the minds of people committing these
acts. Video games are also thought to be a good way to take out some hostility.
In Bernard Cesarone?s piece, ?Violence in Video Games,? it is shown that Nintendo itself sold over
10.4 million systems and 69 million video games. Cesarone also stated more than 33 million people
own a Nintendo system presently. Ceserone mentioned ... Show more content on Helpwriting.net ...
Graphics of today are very realistic and can show many different things, and violence in many
forms.
Video games are played by all kinds of people. ?Are Video Games really so Bad? by Joshua
Quittner, shows Males age 11–16 are the most popular consumer of video games, which may be a
reason that violent video games are the most popular. Quittner also states males over the age of 20
are the fastest growing market and are becoming more an more targeted. Mike Snider states 37% of
females do not play video games at all. Quittner found 32% of children favor video games with
fantasy related violence and 29% prefer human violence. These numbers are at a steady incline since
1991. The most shocking fact to Quittner may was that only 2% of todays youth play games with
educational content. Studies in Cesarone?s piece show exposure to video game violence increases
aggressive personality.
With all the commotion about violence in video games causing violent acts, game makers are now
required by law to have there games graded. The Entertainment Software Rating Board is one form
of grading which uses grades such as; Early childhood, for ages 3 and up, contain no violence. Kids
to Adult, ages 6 an up, mild violence. Teens, 13 an up, more realistic violence than kid games.
Mature ages 17 and up, blood, sexual content, and drugs. Adults only,
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Violent Video Games And Video Violence And Violence
Since the birth of shooting games such as, but not limited to, DOOM, Call of Duty, and Modern
Warfare, when pertaining to these games, just listed have been around for many years, and likely
aren't going anywhere, and very few, if any, cases involving violent children have been linked to
these games. Do violent video games make people violent in real life? Well, to be quite honest, I do
NOT think that violent games make people actually violent because people make their own choices,
video game have been proven to be a good stress reliever, and they actually have been shown to
improve the functions of the right hemisphere of the brain. My reason for not thinking these two
things, violent people and violent games, are linked is simple: Games don't kill people, people do.
Now I know we all wish that there was something other than "bad" people, that's just it. In fact, the
few things we can blame violent tendencies on are things that most people can't help, such as a
mental illness or disorder. There are, however, certain people that this does not apply to. Charles
Manson, though he didn't technically kill anyone, is a murderer, but video games had nothing to do
with him did they? Hitler did some pretty grizzly things during WWII, but was any of that linked to
video games? Religion has killed more people than cancer, but no one questions what the crusaders
did, but as soon as people find out a school shooter happened to like, say, Call of Duty, it's the
game's fault. There
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Violence In Video Games
Loc Huynh
Lindsey Novak
MLA
10/31/2017
Video Games Violence
Violence has been in existence as long as video games have existed. Since the first entertainment
that was electronic in the 1950s, Tic–Tac–Toe was the first video game which made use of cathode–
ray tubes. The video game that was commercial in 1971, "Computer Space" followed and then later
to the today's hyper–realistic first–person shooters. In all of the above, violence in video games has
been in existence, and probably it will always be. This fact has continuously drawn the attention of
the researchers in the last few decades and particularly during the past ten years to study the effects
of video game violence on all the fans of this type of electronic entertainment. The question that has
been asked is, "Is violence and aggression in the real world increased by video games violence?"
This research paper, therefore, explores the question to ascertain the real effect of watching violent
video games not only to the viewers but also the entire world.
The world is changing and technology advancing. The human race has always thought of the best
way of keeping the world entertained. Over a couple of years, research has expressed practical
concerns regarding the long–term impacts of video games on the society. These games can numb the
participants to real life violence which affects even the young children most of who enjoy watching
(Ferguson et al., 311). Even though the games are incredibly entertaining and engage
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The Violence Of Video Games
Most kids today play video games to entertain themselves and it's their hobby. Today
kids and even young adults play games like Grand Theft Auto V (GTA V), Call of Duty, and
Fallout 4. All three of these games were one of the top games of their respective year of release.
What do they all have in common? They depict violence in a way that its becoming more
realistic every year they're sequels are released. But what's up with people blaming video games
for mass shootings and other heinous crimes? Personally, I believe that violent video games
don't cause violence because there is no sufficient evidence that directly connects the two
subjects.
According to a study US sales of video games increased while juvenile crime rates has
decreased significantly over the recent years. It's a fact that the majority of American teens play
video games, but how many have been mass shootings involving young people. There have only
been 71 mass shootings over the course of more than three decades and only seven of those are
aged 18 or younger. The chances of one's child committing felonies are slim just with those two
statistics. Even the US Supreme court disagree. In Brown v. Entertainment Merchants
Association (2011) the Court ruled 7–2 that California can't ban selling video games to kids with
the simple and good reason that they do not prove any indicators of aggressive behavior in the
minority age. Given the actuality that a large number of young men play
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Video Game Violence : Video Games
Video Game Violence On December 14, 2012, a twenty year old boy named Adam Lanza shot
twenty children and six staff at Sandy Hook Elementary School in Newtown, Connecticut. Before
arriving to the school, he shot his mother then committed suicide after the shooting. The reports say
that he was influenced to shooting others by the video game "Call of Duty". Video game violence is
defined as a behavior including physical violence intended to hurt, damage, or kill someone or
something impacted by video games. Video games can increase the aggressiveness of kids and
young adults. According to technology fox news, video games stimulate aggressive thoughts. In the
study, children ages of eight to seventeen who constantly play video games exhibit a more
aggressive behavior such as pushing, hitting in comparison to three years before playing video
games. In the meantime, the individuals who diminished the measure of time they spent playing
fierce video games saw an abatement in forceful conduct, the specialists say. The explanation behind
the increment in forceful conduct was the youngsters who play a great deal of brutal video games
had an increment in forceful considerations: for example, they will probably decipher an uncertain
demonstration, similar to somebody catching them, as unfriendly, said study analyst Craig
Anderson, a therapist and teacher at Iowa State University. They were additionally more prone to
see forceful conduct as a proper approach to react to incitement,
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Video Games : Video Game Violence Essay
Video Game Violence Blood and gore, intense violence, strong sexual content, use of drugs. These
are just a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe
the content of several games. The future of entertainment revolves around technology. Along with
the evolvement of technology, video games are also changing. More ways of playing violent video
games are created each year, but most of us have this question in mind; do violent video games
influence people to act aggressively?
Video games are a unique form of entertainment because they encourage players to become a part of
the game 's script. Although video games have been available for more than 30 years, today 's
sophisticated video games require players to pay constant attention to the game. Players engage on a
deeper level–physically and emotionally–than people do when watching a movie or television.
Video games follow three guidelines to hook the player. These guidelines include a 'wow' moment
within the first five minutes of playing the game to grab the player's attention, communicating the
core value of the game, and creating a storyline that the player can follow and 'get into' (Zurb). The
violence found in today's video games can be anything ranging from aggressive driving in "Grand
Theft Auto" to defeating the world's most dangerous enemies in "Call of Duty 4: Modern Warfare"
("Television and Video Violence").
Video games cause the player to become more aggressive. Many of
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Simulated Violence In Video Games
Simulated violence in video games is extremely disturbing, affecting the minds and everyday life of
young residents. Violence in video games impact people negatively because it affects behavior,
aggression, and causes addiction that poorly influence the gamer.
In 2011, a study shows that seventy–one percent games that contain violence interfere with the
gamer's behavior. Most people think there is some kind of connection. Scientists continue to
investigate and they get closer and closer to finding that violent videos do affect a person's behavior.
Some researchers found that video games like first–person shooters, indeed influence violent
behavior. It is shown that at least a few minutes of playing a violent video game, people can act a
little
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Video Game Violence : Virtual Violence
Video Game Violence: Virtual violence v. Real–world violence Miguel Rodriguez Holguin Southern
New Hampshire University The video game industry has grown to gigantic proportions; it's a
medium of entertainment that has great influence over the youth and adults globally. As with any
media channel it is diverse in its content from childish themes to more mature topics. The industry's
success has been plagued by many critics and sociology experts all whom criticize the library of
violent video games stating that its detrimental to the overall health of its user, especially the
adolescents, and that exposure to violent video games lead to real–life violence. Studies by various
psychiatrists have been conducted in order to find the correlation between violent video games and
real–life acts of violence and the majorities of the studies were inconclusive and are often
inconsistent in their findings. According to N, Carnagey. , C, Anderson & B, Bushman (2007) "A
study conducted by US Surgeon General on whether violent video games desensitizes people to
real–life violence"(Para. 5). Unfortunately there has not been any published research on the topic
however; many studies suggest that repeated exposure to violence in video games desensitize the
individual to real violence but all the studies fail to provide solid proof. This matter is
understandable, continuous exposure to violence in any type of media should have the same effect
more or less not just video games.
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Video Games : Video Game Violence
Anthony Cook
Mrs. Martin
ENG 1113–1
16 April 2013
Video Game Violence The evolution of video games has taken a drastic change since the 1970's
when video games were first introduced. Since then every decade video games have become more
violent in nature with strong language and realistic to suit society today. Craig Anderson states that
with more violence in video games they would sell better than games with less violence (Anderson,
Gentile, and Beckley pg.5). Violent video games really became popular when the first person
shooter games were invented so that we could see through the eyes of the player, as if we were
really experiencing it. Society wanted better graphics and games as time went on new technology
was invented and society matured in electronics. This meant that for game creators would have to
come up with something better selling than the last. Creators would make the games more violent
and more realistic each time so that way they can keep the interest of their consumers. Each game
would increase in blood or gore slowly, but what really got consumers to buy their games would be
the update of graphics in the consoles or games. This is due to the drastic changing of technology
and the maturing of consumers wanting better and newer violent video games. Violent video games
can cause children to behave violently if not correctly supervised.
Violent video games can desensitize children. Studies show that most video games in today's society
contain some type of
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Video Games And Violence

  • 1. Video Games and Violence Parents and other adults have begun to become more concerned about violent video games due to the increased reality in the games. However, society may not realize how children and teens are affected by these games. In modern times, children and young adults are affected by violent games in a negative way by causing changes in their behavior. The average American child watches 28 hours of television a week and by the age of eighteen will have seen 16,000 murders and 200,000 violent acts (Gallagher). People who defend violent games like to point out that playing the games does not mean all players will go out and commit acts of violence, and that millions of people who play do not demonstrate violent behavior(Hicks). Although that is true, ... Show more content on Helpwriting.net ... The games may bring out the violent side they already had (procon.org). The Simmons College study found that children's morals come from other peoples' perspectives and violent games do not show a positive perspective when it comes to the suffering of others (Hicks). Not only are their behavior and perspectives affected, their stress levels can increase or decrease as well. Researchers have discovered playing video games can reduce the stress–related hormone cortisol. This new research was found by creating a game to help train people to change their perception about social threats and boost their self–confidence. In one of the most recent studies, twenty–three people were told to play a game which involved clicking on the one smiling face among many frowning faces on a screen as fast as possible. Through repetitive playing, players' minds are trained to look for the positive aspects of life. The employees did this each work day morning for a week. They filled out daily stress and self–esteem surveys and had their cortisol levels tested through their saliva. Tests showed an average seventeen percent reduction in cortisol production compared to a control group that played a similar game but without the smiling faces. New games can be created to help people cope with social anxiety and help athletes concentrate more on their game rather than worrying about their performance (Nauert). Studies conclude violent games do not ... Get more on HelpWriting.net ...
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  • 5. Video Games And Violence Essay Eddie Makuch stated that "Finding that a young man who committed a violent crime also played a popular video game, such as Call of Duty, Halo, or Grand Theft Auto, is as pointless as pointing out that the criminal also wore socks." (Makuch, 2014). According to Background on the Issue (2016), 97% of children in the United States play video games. This contributes to the development of domestic video game industry, with more than half of the top–selling video game companies promoting violence (Background of the Issue, 2016). The release of the video game "Death Race" marked the start of violent video games in 1976. This gave way for many more violent video games to be generated once the manufacturers took away Death Race. Games like Night Trap, Cluster Revenge, and Murder Combat begin to surface. (citation) Violent video games have many negative effects and influences on children. Playing violent video games may result in children beginning to show more aggressive behavior, desensitization to violence, and teach children that violence is an adequate way to resolve their conflicts. Playing violent video games increases the chances of a child becoming a more aggressive person. Violence in video games has been linked to aggression, this is presented when children try to imitate the violent acts from their fictional games in a non–fictional world. American Psychological Association (APA) task force, "research demonstrates a consistent relationship between violent video game use ... Get more on HelpWriting.net ...
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  • 9. The Importance Of Violence And Video Game Violence Violent video games makes people violent in real life (according to cnn.com and psysiolicaly.com) . This is because, I have played violent games for a long time and it doesn't make me more violent than i have always been. After, People who buy these such games don't always resort to being violent because we don't have half a million people shooting people around the world.Also, No one would go around hurting random people for a random reason unless they are mentally crazy or insane or they have a real reason to do this to the innocent people. Real world violence and video game violence are two completely different things. This part is correct because, if they were then we would have more than 70 million people running around making the world into a place of complete chaos and insanity. The proof is, the majority of people who play these type of video games do not engage themselves into violence and or acts of crime. This is true because, people have sold over 70 million copies of GTA V and if this was true than we would have more than 70 million people committing a crime. If this would be true than we would have a world full of crime and it would be insanity and chaos all over the world even in the best of places. Overall no games have had effect on real world problems. First, The current conditions easily set up children to begin thinking like soldiers and even justify killing. After this, It doesn't matter how many digital avatars you've slaughtered in video games ... Get more on HelpWriting.net ...
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  • 13. Violence On Violence And Violence In Video Games Violence in Video Games Violence, killing, blood, and drugs are just a few of the things kids see on their games everyday. These things impact a child more than we realize. Many parents do not limit their child's screen time, or monitor what they play. According to, Pamf.org, "Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games–and daily media use by children is increasing significantly.". Media especially video games affects the behavior of people in society. Technology is a big thing in our world today and it will continue to grow. According to nydailynews.com, "The average American then spends another 32 minutes a day on time–shifted television, an hour using the Internet on a computer, an hour and seven minutes on a smartphone and two hours, 46 minutes listening to the radio.". These numbers show that we revolve around technology. While doing these daily tasks we may not realize how much violence we are actually witnessing. Video games were first introduced in the 1940's and since then they have evolved greatly. A half– billion people on earth play video games an "hour a day," of whom 183 million are American. In fact, 97 percent of American young people ages 12 to 17 play video games (Jane McGonigal). There is a huge number of young people that play video games daily, many whom play it way longer than in hour. Video games are an everyday task to many people, but they do not realize the harm it can cause. ... Get more on HelpWriting.net ...
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  • 17. Video Games And Its Effect On Violence Video Game Violence has been a controversial topic for many years, dating back to even the most simple classic video games like Ms. Pac–Man, Centipede and Space Invaders, eventually pushing into more modern games like Grand Theft Auto V and Call of Duty: Black Ops. This investigation attempts to expand and analyze the idea that due to the historical trend of video game violence being accused of blame for seemingly related violent events, some of the research may be faulty. The way we look at video games and how we research their tie to violence could potentially need corrected. Within this investigation we will be looking very closely at how these tests were done, analyzing if they were valid, considering the people behind these tests and the general misconceptions people may have of video games and their impact on violence. Just about anyone in most modernized counties has heard the claim before, placing the blame on a video game, music or television for the violent acts seen in their youth today. Typically these trends seem to pop up when we are referencing school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too easy to quickly blame something like a violent video game for their behavior. This investigation examines the actual statistics of these violent crimes and how they are tied to video games specifically. Throughout history we have always be fearful of something that we do not understand, typically expecting the ... Get more on HelpWriting.net ...
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  • 21. Video Games & Violence UNV – 104 August 11, 2013 Video Games and Violence Video games and violence have different effects on children according to the type of video games that is being watched It is important to understand the world of video games. All video games do not prevent violence in children. Parents should take into consideration in monitoring their child while choosing video games. Depending on the video game that is chosen, does not mean the child will result in violent behavior later on in life. There are many types of video games that may promote either positive or negative effects in children. As there are many types of video games that are being played by children for different pleasures. To name a few, there are adventure, ... Show more content on Helpwriting.net ... It brings motivation, and finds many challenges to become strong when their weak areas just like adults, and college students. "When it come to video games particular cognitive skills, say the authors, researchers have found that electronic media particularly video games can enhance visual spatial skills, such as visual tracking, mental rotation, and target localization. Schmidt, M., & Vandewater, E.A. (2008). (1) 63. Also another positive affect will be developing reading and math skills. Those skills are helped in homes, schools, libraries, study and testing material. I would say it can help boost the child's self–esteem also. They will have confidence and won't be shy to read a word, sentence, or add and subtract in working out a problem. " Studies in video games in mathematics education revealed that video games help people improve their basic math abilities; promote innovative mathematical & thinking skills and is suggested to be a ideal medium to teach middle school math as part of the teaching kit". Lim Abdullah, M. Baker, Z Ali, R, Faye, I., & Hasan, H. (2012). (64), 968–974. Finally, it is important for parents to monitor their children's video game usage. After purchasing the video games, to while the child is playing those particular video games. Observing their interaction is important, that is the only way to see if the game may elevate change in their behavior. When monitoring, you will learn how to choose video games for your child. ... Get more on HelpWriting.net ...
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  • 25. Video Games And Teen Violence Alejandra Garcia Professor Morris English 009 October 28 2017 Violent Video Games and Teen Violence Video Game Violence has been a big controversial topic for many years, going back to the most simple classic video games like Ms. Pac–Man, Centipede and Space Invaders,which eventually turned into more modern games like Destiny and Grand theft Auto. This research expands and analyzes the idea of how video game violence is always accused and put to blame for aggressive events and how the research of this is faulty . The way most people look at video games and how people try to connect them to violence could needs to be corrected. Within this research we will be looking very closely at how these studies and tests were done on violent video ... Show more content on Helpwriting.net ... For example violent video games allow players to unleash any type of anger they have onto the game instead of acting out aggressively in the real world. A peer–reviewed study published in the Journal of Adolescent Health found that teenagers, especially boys, play video games as a way to control themselves when it comes to their emotions. 61.9% of the boys who were studied said they played to help them relax, ' 47.8% because 'it helped them forget their problems, ' and 45.4%p played because it helped them get their anger out. Teenagers can use these games to experience fantasies of power and fame, to explore what they accept as exciting and realistic environments to work through angry feelings or relieve stress. The games can serve as a substitute for actually rough and aggressive play. Also many studies fail to look for other factors that can contribute to why teenagers are aggressive, such as family history and mental health, plus most studies do not follow children over long periods of time. Video game experiments usually just have people playing a game for a few minutes, which is not how games are played in real life. Most teens end up playing their games for hours. What is not addressed in most studies that are against video game violence is the majority of well–adjusted teenagers who are also playing those same games, and are showing no signs of any kind of aggressive ... Get more on HelpWriting.net ...
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  • 29. Video Game Violence : The Dangers Of Violent Video Games "...players can also be hunting for mutations that cause cancer, Alzheimer's disease, or diabetes" (Mohammadi). Most people think that violent video games and video games in general serve no beneficial purposes. That is not necessarily true because violent video games can help solve problems and be contributive to society, distract those who are prone to violence, also violent crimes and actions are not influenced by violent video games. Video games can help solve problems and be contributive to the real world. For example "This is a new way of working for scientists, but as long as they learn how to trust game developers to do what they do best– make great games – then they can have thousands of people from all around the world working on their data"(Mohammadi). In this quote, it talks about how if a lot of people played or helped, there would be more efficiency in research. Gamers can help in all sorts of ways for science, for example "Genetic analysis, for instance, is about finding sequences and patterns among seemingly random clusters of data. Frame the analysis as a pattern–spotting game that looks like Candy Crush, and, while aligning the patterns and scoring points, players can also be hunting for mutations that cause cancer, Alzheimer's disease or diabetes"(Mohammadi). This quote shows how video game players can help find and discover new data. Also, "...people playing an astronomy game called Planet Hunters found a curious planet with four stars in its system, and ... Get more on HelpWriting.net ...
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  • 33. Violent Video Games: Does Violence Cause Video Game Violence? video game violence is a hot topic in the American society, with many incidents of shootings at schools lately it has revive the controversy of how video game violence has affect the way of thinking of the video gamers. this investigation has the purpose of analyze how video games violence contribute to a increase in violence in the youth of this country. the games that are more blame for actual violence are war games like call of duty and gear of war, and the just kill for fun like grand theft auto. But is it fair to blame the increase on violence related to this kind of video games or are parent not educating their children to learn about respect. The purpose of this investigation is try to find the real consequences of young kids learning ... Show more content on Helpwriting.net ... Activision has announced that Black Ops 2 hit $1 billion in just 15 days". This game consists of a first–person war game which make it more realistic as it the player was actually fighting in the war. The problematic situation is are games too realistic that actually make the players want to commit the same actions in real life. In the past 5 year shootings at schools have become more frequently. One of the most horrific was the sandy hook shooting back in December of 2012. Where a 20–years old Adam Lanza fatally shoot 20 children and 6 teachers. in a article by C. J. Ferguson, he states that "violence hypothesis have taken to claiming that media violence effects constitute a public health crisis on a par with smoking and lung cancer, or that 30 per cent of societal violence is due to the media" which in the case of the sandy hook shooting that could be a possible explanation a mentally ill teen with the violence of video games can lead to an event as the one occurred at Sandy Hook ... Get more on HelpWriting.net ...
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  • 37. Violence And Ethics Of Video Games In recent years, we have seen many video games criticized and bashed in the public eye for their disputable content. However, the game industry has been subjected to controversy since the creation of its first adult themed games such as Death Race 1976 or Custer 's Revenge 1982. These two graphics limited games have introduced video game violence to the public and since then debate about morals and ethics of video games evolved over the years together with the game experience thanks to modern technologies. Violence is one aspect of many that can cause great controversy that's why it is important to create a suitable ethical, cultural and legal context as it can determine its failure or its success. In this paper, I will present an example ... Show more content on Helpwriting.net ... Soon after, the rebellion group ISIS will declare its victory over the other rebellion groups and will proclaim Raqqa as its new capital. In the next level, the main character will be Wahid an Isis combatant who has been trained since childhood, he will go on different missions against the rebels in order to expand the Isis territory. The player will have to face different enemies and the story will focus on Wahid and his violent companions. The player will gradually become familiar with each one of the combatants, participating in their daily lives, he will get to learn more about their beliefs, their morals, their occidental hate, their views on Islam, and most importantly how they joined Isis; how some of them left their countries, their jobs and their families because they believed in a one true Islamic nation. This level will feature extreme violence against the rival troupes and sometimes even against innocent citizens who will refuse to join Isis. The player will succeed in this level by conquering different small cities and defeating the enemy. Wahid will be an extremely aggressive individual and will not hesitate to slaughter people using different arms from knifes, machetes to sniper rifles. After the mission, we will see the combatants coming back to Raqqa triumphantly and cheered by the crowd. Coming back to Huda, the player will catch a sight of how she managed to subsist under the Isis government as she was staying in a shelter for women and also the ... Get more on HelpWriting.net ...
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  • 41. Video Games and Violence There are probably millions and billions of video games sold every year to people. Some people seem to believe that violence correlates directly with video games. Video games are something that is usually a big interest in people at the ages of 13 to 19 years old. Video games usually start off as a little fun and then turn into a major hobby for some people. Emotions change based on whatever happens while a person is engaging in these games most of the time. These games are another way to observe how people react emotionally to these games. These video games have ratings made officially by the Entertainment Software Rating Board or ESRB for short. Video game ratings go in a specific order ranging from Rated–EC which means Early Childhood to Rated RP which means Rating Pending. There are also more ratings in this guide such as Rated–E for Everyone and Rated–T for Teens ages 13 and older ("ESRB Ratings Guide").These video game ratings help the person who is purchasing these games by showing what age is recommended for the person to be able to play the games. The Entertainment Software Ratings Board also makes content descriptors. These tell the people who are buying these games what the game they are buying contains such as, "blood and gore" which contains content only for ages 18 and up. Another descriptor is known as "use of drugs" which is described as anything involving illegal drugs. Violent References is another content descriptor which deals with killing people or ... Get more on HelpWriting.net ...
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  • 45. The Consequences Of Video Game Violence In Video Games Violence in video games is well–known for toeing the line between entertainment and immorality. The controversy began as early as 1976, when protestors destroyed an arcade game that revolved around hitting human–like creatures with a car. As computers grew more advanced in the next two decades, video game violence became increasingly realistic ("Background of the Issue"). This prompted the creation of the Entertainment Software Rating Board, commonly abbreviated ESRB, in 1994 for parents to make informed decisions regarding the content their children were exposed to. The 1999 shooting at Columbine High School fueled the debate further, drawing potential connections between virtual violence and real–world consequences ("Background of the Issue"). In the years following, laws regarding the sale of video games with graphic violence sprouted up across the nation. Even the Supreme Court was involved ("Background of the Issue"). Today, "as many as 97% of US kids age 12–17 play video games, contributing to the $21.53 billion domestic video game industry" ("Violent Video Games"). Critics of video game violence argue that it directly increases a person's violent behavior and lowers their tendency to act for the benefit of others. Defenders of video game violence argue that media coverage of video game violence is heavily biased, studies that link it to acts of violence are flawed, and that video game violence is a harmless outlet for emotions of aggression. Critics of violence in video games believe that it increases an adolescent's tendency toward violent actions. Multiple credible organizations also view playing violent video games as a statistical detail affecting a person's aggressive tendency. Over 98% of American pediatricians say that children and teens become more aggressive when exposed to violent media such as a violent video game ("Violent Video Games"). The FBI uses an individual's violent video game history to assess the risk of a school shooting threat. The American Psychological Association cites frequent violent video game exposure as a risk factor that contributes to violence in teens ("Violent Video Games"). Some groups that are against video game violence go as far as to list it as a primary cause ... Get more on HelpWriting.net ...
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  • 49. Essay Violence in Video Games Video game violence has been a controversial subject for many years. Even the most simple, classic video games have had this topic pop up, dating back to the 1980's, games like Space Invaders, Pac– Man, and Donkey Kong. But more especially in modern video games, such as the Call of Duty and Grand Theft Auto series. Many investigations attempt to analyze the idea that video games are making people more prone to violence, and even point to violence related events, some of said research information may be faulty. Within these investigations there will be evidence and proof for both parties and analyzing if they may or may not be valid, and considering the people behind the statistics and their claims. Most people that live in somewhat ... Show more content on Helpwriting.net ... A good explanation of that comes from Marc Prensky: "The most explicit kind of learning in video and computer games is how to do something. As you play you learn, gradually or quickly, the moves of the game–how various characters, pieces, or anything else operate and what you can make them do."(Prensky 20) He also has another article that explains exactly what is gained from these types of activities, stated here: "At the second level, players learn what to do in any particular game (and, equally important, what not to do)."(Prensky 21). So with that information, just because a game isn't made for learning, doesn't mean that said person cannot learn from said game. Many people also claim that video games cause people to become dumb and cause children to have poor grades in school. Some may say that belongs to the responsibility of the person playing the game or the parents of the child, limiting their play time and making time for them to study instead of playing video games. Video games also tend to generate a massive amount of revenue. A large part of the revenue has violence contained in those products. Ranging from cartoon violence to hyper realistic violence, it is still contained and still marked as such. "97% of 12–17 year olds in the US played video games in 2008, thus fueling an $11.7 billion domestic ... Get more on HelpWriting.net ...
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  • 53. Video Game Violence Media and Video Game Violence and the Systematic Desensitization of Children Violence in media is not a recent development. Prior to television, citizens across the country glued themselves to the radio listening to the broadcast of popular crime dramas. Before radio, books and newsprint fulfilled society's craving for dramatic violence. Prior to the days of technology, live stage performances served to sate man's desire for thrills. With the recent advent of technology along with an ever–increasing human desire for blood–pumping entertainment, children now are much more exposed to media violence than ever before. Gauthier, Zuromski and Gitter write, "Media coverage of violent killings (e.g., the Columbine High School shooting in 1999) has cited the potential role of violent media exposure in fostering aggressive behavior, especially because some of the perpetrators have a history of violent media consumption" (513). Children spend hours on end watching television shows and movies filled with violence or playing video games where they can play the role of a character and act out the violence themselves. This can lead to children eventually playing out these fantasies in real life or, more likely, not reacting humanely in the face of violence. Overindulged by the violence in media and video games, children are losing the capacity for compassion and developing the capacity to harm others without feeling guilt for their actions. To help curb these harmful effects, ... Get more on HelpWriting.net ...
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  • 57. Violence : Vindictiveness, Violence, And Video Games Vindictiveness, Violence, and Video Games For the past few decades, video games have become a very popular past time for many ages that range from adolescent to adults. Video games have a wide variety of platform options that allow any one person to participate on multiple systems. The multiple systems provide these individuals with complex options for different genres. There are many different video game genres to choose from, but some of the most popular in today's society are: adventure, sports, and action. Today in the U.S. the most widely preferred gaming genre is action/shooting games which are often violent. There is concern with the public that these video games specifically violent or aggressive video games are having a negative influence on players mental health, which is leading to the rise of public shootings as well as other forms of violent behaviors. In order to prevent these violent outbreaks, many studies are being conducted to provide more insight on how violent video games can affect the players mental health. Since violent video games have become very popular, the effect of these violent video games on aggression is a very relevant issue. As stated in an article written by Paul Adachi, "...31% percent of adolescents play video games every day..." and "... five of the 10 most frequently played games are violent" proving that many American adolescent partake in violent action that should not be experienced at such a young age (Paul Adachi). Lynch, Gentile, ... Get more on HelpWriting.net ...
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  • 61. Violence And Video Games According to the Entertainment Software Association, a study in 2015 shows more than one hundred and fifty million Americans play video games; Around 42% of Americans play regularly. There is an ongoing debate whether video games cause an increase in violence in crimes. Video games do not increase violence. Video games affects the lives of the players positively, and help children learn how to deal with violence. Video games have a positive effect on the lives of people who play them. Cheryl K. Olson, a public health consultant and media researcher, states in the Review of General Psychology, "Getting wrapped up in a violent game, it's good. 'Cause if you're mad, when you come home, you can take your anger out on the people in the game" ("Video Game Violence Does Not Cause Violent Behavior"). Video games are used as an outlet for players to release their negative feelings. Games help to reduce a player's aggression, stress, and frustration from a bad day by channeling their anger into a virtual world instead of reality. According to a study in 2013, organized by Brad J. Bushman, showed people who did not steal and cheat even though they were given the opportunity were more likely to say they were attracted to violent video games ("Video Game Violence Does Not Cause Violent Behavior"). This study suggests that the people who had demonstrated their good morals used violent video games as an outlet to their frustration. Video games have positive effects on the lives of the ... Get more on HelpWriting.net ...
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  • 65. Violence in Video Games In the article from Thom Gillespie states that Grand Theft Auto (GTA) is the latest video game to be known of demeaning our society's youth in the U.S. He states though however, video games such as GTA are "art" and deserve protection. Moreover, those games just mirror humanity's violent instincts; they do not provoke violence, Gillespie argues. These games also offer chances for debates about ethical issues and the costs of actions. It is known from his writings that Thom Gillespie is a professor of telecommunications and a director of the Masters in Immersive Mediated Environments program at Indiana University in Bloomington. (Gillespie). He mentions in his article that: He teaches game design at Indiana University in the MIME [Masters in Immersive Mediated Environments] program, so he actually has to study games. He has a research budget, some of which he uses to buy Play Stations and lots of games. He also buys strategy guides because these games are in reality too difficult for a guy with a Ph.D. in information science from the University of California at Berkeley to figure out in a normal time frame, like say, a school term. This term he has been spending a lot of time trying to understand how GTA is corrupting minds and morals. He hasn't figured out the minds–and–morals thing yet, but he has discovered that there are some amazing areas where using GTA in my university classroom with the students is a wildly enlightening experience for both himself and the kids. ... Get more on HelpWriting.net ...
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  • 69. Violence : The Causes Of Violence And Video Games Not only that, losing in a game invokes the feeling of frustration as well. Similarly, these feelings are often seen in the real world. For example, football watchers often exhibit frustration when their favorite team loses a match against a formidable foe. In few cases, this leads to destroying objects around the house to release the anger that comes from defeat. Similarly, video game players experience frustration such as playing games such as Golf with Friends and fails to perform a hole in one. Thus, this leads to aggressive behavior such as exhibiting profanity. Although unlike football, video games receive backlash from media that they cause violent behavior. Although, Paul Tassi argues that video causes aggressiveness; however, he claims that it comes mostly from the fact that players tend to become frustrated due to losing rather than the content of the game (4). Therefore, the experience of losing causes aggressive behavior rather than the game itself. For example, players can express aggravation when they encounter games like Mario, where they miss to land a jump and fall to their death which results in starting all over from the beginning. Although, some may argue that the frustration creates violent behavior. Although it may be true to a certain degree, this does not mean that everyone will become violent simply from being frustrated. In fact, it mostly depends on the person's tolerances of experiences of failure or lack of mastery. Overall, video games are not ... Get more on HelpWriting.net ...
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  • 73. Video Games And Gun Violence We live in an evolutionary and technological world that determines the course of mankind's future. We threw away most of our traditional values and set the stage for new ones. In regards to the recent attacks in Orlando, gun violence in particular has ravaged the nation's security and led major concerns of the government's laws and regulations. But aside from those attacks and keeping gun violence in mind, could violent video games be the instigator among these attacks? Have these video games influenced these terrorists' actions? It goes down to how well we are influenced by these video games. Every day, people are constantly bombarded by advertisements and about 70% of us are taken away by how well the product or idea might seem like. That ... Show more content on Helpwriting.net ... But what I'm trying to say here is that it depends on how these avid gamers react outside of the video games. To be quite honest, most children are influenced by almost anything. However, our mentality starts to undergo a phase change when we approach our adolescence. But that's not saying that every teen will undergo this mental change. In fact, not everybody develops like each other. Consequently, teenagers who are engaged and continue to hone that influential behavior similar to when they were younger are the prime targets of these terrorists' actions. This is why it is important to recognize and understand that the labels for every video game isn't just to indicate which age is appropriate for these video games; it can save many people's lives. Parents are responsible for guiding and keeping their kids away from harm. If children were raised in a respectful and obedient way, then these kids wouldn't behave in this ... Get more on HelpWriting.net ...
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  • 77. Video Games And Violent Violence One cannot avoid them; they are everywhere. On television, iPads, cell phones, and even specially made devices for babies and children. Video games are interwoven with our daily lives. For many, it is just an innocent way to relax or enjoy themselves. For others, it has become an addiction in which they cannot escape. Not all video games are violent, but what about those that are? Does society have an obligation to monitor every type of video game children and adults play simply because they believe it may lead to acts of violence? Psychologists, Sociologists, Anthropologist, Schools, and Law Enforcement not only in the United States but across the world, have been seeking out a correlation between violent video games and violence in youth. They are desperately trying to find an answer for the increase in violent attacks in many venues such as malls, churches, random shootings, and sadly on our school campuses. All leading to little evidence, or evidence that may have become bias and needs to be excluded from the study. The jury is still out on this decision as some studies suggest there is no relationship and other studies say there is. This researcher begins her investigation into this research by examining the results of many different studies. Her reasoning behind this is to discover if there is a real psychological connection between violence and video games, or if it lays in the aggressiveness of the player himself. According to one study done by Oxford University( ... Get more on HelpWriting.net ...
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  • 81. Video Game Violence : Violent Video Games Brandon P. Student Ms. Dunn and Mrs. Davis English III 27 March 2015 Video Game Violence Violent video games have been being created since the first console. Yet only recently have we been blaming them for aggression in the player. We as humans have a tendency to blame our violent behavior on other things rather thin ourselves. Now aggression is being defined in many ways in this situation but mainly people point to the anger that's brought out in the real world after the game or maybe it's the gamers' tendency to have outburst will playing the game. Both these thing show anger but do they really show that the game is what caused it. This same situation could be put in the place of me eating a potato and getting angry right after is it really the potatoes fault no. everyone get frustrated here and there could it not be that the player is only getting frustrated with the game same as if I was to get frustrated with trying to open something. Anger is a mysterious thing we all have it just some of us choose to show it more than others whether it be for one reason or another. Aggression is not the same thing a assertiveness. will playing games that include a vs. mode if the player was to die or be defeated by another player they usually want to retaliate and most people call this aggression but it's not it's the player trying to show his assertiveness over the other or that he's better so basically if you have in aggressive beaver ... Get more on HelpWriting.net ...
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  • 85. Video Game Violence And Violent Video Games Abstract The issue of video game violence seems to be a hot topic right now after several shootings have occurred and made a connection to the shooters being video gamers. In looking at past research it is apparent that there seems to large amounts of research that contradict one work to another. Although I would have been interested in conducting a poll of the publics opinion regarding the use of violent video games and their connection to mass shootings I was not able to conduct the research. However, for this paper I chose to conduct a literature analysis to see what research has been conducted and to seek out gaps and themes in this research. Introduction After the elementary school shooting of Sandy Hook in 2012 this issue of violent video games became a hot issue calling for a connection of violence to video games. However, the final investigative report suggested that he was more a fan of nonviolent games (Ferguson, 2015). Video game violence is an issue that continues to be studied due to the inability to come to a general conclusion on whether or not the games provoke violence in connection to mass shootings. With shootings occurring and receiving mass coverage the media and public often seek a person/item to place the blame on. After the tragic events that left people dead or injured one of the topics that emerged was that of video games affects/effects on the person. Over 85% of games contain some violence, and approximately half of video games include ... Get more on HelpWriting.net ...
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  • 89. Video Games and Violence Video Games and Violence Awe entering in more advanced society of technology, video games has become a popular source of entertainment among us. Almost all of us has rented or owned a video game and we have spent hours playing it. As we all know, video games have become the second most popular form of entertainment after television; the source of entertainment is proven to be violent. Excessive playing of video games has a huge impact on our life as well as young adults with hostile feelings, aggressive thoughts, and confusion between the real and unreal world. Today, many of us have become addicted to video games but the researches on video games prove that those who play violent ... Show more content on Helpwriting.net ... Both types of studies–correlation–real delinquent behaviors and experimental–laboratory aggressive behaviors have their strengths and weaknesses. The convergence of findings across such disparate methods lends considerable strength to the main hypothesis that exposure to violent video games can increase (Anderson and Dill 16) Some people believe video games to be an excellent source of entertainment and to be a better option than watching TV because of their interactivity. Although video games teach children strategy and decision making skills, these qualities are only useful to virtual world. Their creativeness is just limited to the world in video games. The children are not able to apply these skills when they have to face the challenges in the real world. To me, video games can merely be a source of entertainment, not a source of knowledge or skills. It is the responsibility of parents in making video games an appropriate source of entertainment. Parents should be careful in choosing the right games for their children according to their age. The children obsessed with violent video games seem less likely to interact with the real world and find themselves struggling against the real situations. Strategy on games teaches children to utilize the resources in order to achieve a certain goal in the game.. Finally, video games can create a very ... Get more on HelpWriting.net ...
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  • 93. Violence In Video Games According to The Entertainment Software Association (2016), a total of 23.5 billion dollars were spent in the games industry in 2015. In addition, 63% of U.S. households are home to at least one person who plays video games regularly. The industry keeps expanding and gaining popularity around the world. Action and shooting games are the most popular genre on the market (ESA, 2016). Many of these games includes violence, gore and sexuality. Even "E" rated games can provide gender discrimination, hypersexualization and violence without blood. Many youth wants to play video games because of its trend. With all the violence happening in the world like school shootings, homicides, domestic abuse. Many factors can affect these sad events such as different personality trait of the individual, different parenting style, multiple external factors, gender representation and masculine norms. A literature review was done to examine the determinants of violence and video games. Literature Review Violent behavior A new media. Television used to be the issue regarding violent behaviors. Nowadays, the table has turned. Video games are becoming the new era of technology. The American Academy of Pediatrics (AAP) illustrated that video games were particularly "harmful because they are interactive, and encourage role–playing, which serves as a virtual rehearsal for actual violence" (Harvard medical school, 2010). In fact, the APP and the American Academy of Child & Adolescent Psychiatry ... Get more on HelpWriting.net ...
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  • 97. Video Games : Violence And Violence By the year 1980, almost every house in America had a computer or a television. The issue of violence in these media products has been a highly–debated issue for the past few decades. Recently it has become extremely popular in the subject of violence in video games. It is rumored that games such as "Call of Duty, Mortal Kombat, Battlefield, Halo and many more have been the culprit behind a recent spike in childhood aggression. Many people have their own views on the subject, but it has been most commonly deduced that aggression is caused by the games, but violence does not always follow the aggression. Violence in video games has been proven to have a direct correlation with the aggression in children. One fine example of violence due to video gaming violence is the school shooting at Sandy Hooks Elementary School. The 20–year–old Adam Lanza shot and killed 20 students between 6 and 7 years old, six adult staff members, and his mother hours prior to the school shooting. Mr. Lanza was studied by psychologists and psychiatrist, to try and deduce what had triggered such a violent spree. It was shortly concluded that the source was violence in the video games he played. He owned, like many young adult men at the time, first person shooter games such as "Call of Duty". In a statement by distinguished, pediatric psychiatrist, Dr. Vic Strasburger, he stated that "I 've treated several school shooters and my best guess is that these kids have four factors that apply,One: They 've ... Get more on HelpWriting.net ...
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  • 101. Do Video Games Contribute For Video Game Violence? Do video games contribute to video game violence? I will discuss why video games do not contribute to youth violence, what types of warnings are given by video game companies, and what flaws exist in studies that suggest a correlation between violence and gaming. As the sales of video games have risen in recent years, some groups claim that violence in these games has caused violent behaviors among young players. However, this argument bears little factual evidence supporting such a connection. As popularity of violent video games has increased, the rate of violent juvenile crimes, including murders, has dropped significantly. The manufactures of these games include warning labels on all their products, which include a minimum age group rating, as well as specific features of the game to justify the rating. The players are well aware that the simulated violence is not real. studies which suggest a relationship between violence and games are often designed poorly or unreliable. In every game there is always a warning label describing the content of the game. Video games can't be blamed for the actions of the youth if the warnings are taken under consideration. Up until 1994, anyone, kids to adults, were allowed to buy and play any kind of game. The game that changed everything was Mortal Kombat, created by Midway Games. Mortal Kombat, 1992, Subzero vs. Scorpion The game gave birth to many controversies about who should be allowed to play this game. The first ... Get more on HelpWriting.net ...
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  • 105. The Effects of Video Game Violence When films were first created, they were not always treated as the art form that they're known as today. They were treated as inferior to classic art forms like paintings and music. However, with time films have began to be respected as art and with that, many people analyzre the various ways they effect people. In a mirror image, video games have only been around since the early 1980's having many people believe the same thing that they did when films were first created. What follows is an analysis of how video games affect the end–user i.e. Gamer physically, mentally, socially, emotionally, and culturally. First and foremost, the effect on users physically is often the most looked at as excercise and physical activity are often the most important parts of a healthy lifestyle. There are several negative physical reactions to vidoe game usage, most of which are rare, while others are exteremly common and dangerous. The amount of occurence is often times hard to determine as their are many different factors that can cause certain problems to development, some are identical or coexist with the actual act of playing video games, causing many similiar issues to develop. One of the first physical problems discovered from using video games were epilectic siezures. Mostly caused by a combination of sleep deprivation, flashing lights, and rapid eye movement, many people in the first generation of video game consoles suffered epiliptec seizures causing many medical officials ... Get more on HelpWriting.net ...
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  • 109. Violence In Video Games Violence in Video Games and How It Affects Us and Our Children Video games, a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. There are millions of video games in the world in all different type of platforms, sizes and genres, also, video games comes with a age group for a specific game. Unfortunately, some children don't follow the age group in video games and play M–rated games like Grand Theft Auto. It is known that around 92% of children 12–17 play video games but, the top 50 best–selling games contain violence. Violence in video games can be portrayed in many ways but all still effective in every way from hand to hand combat, to guns and blood, to having heads ripped off, violence is rotting children's mind all across the world. Recent studies have shown that when children play violent video games, it causes aggression, bullying and fighting. Violent video games had a link long term aggressive behavior. It is also known that children that play mature games have bullied or cyberbullied their peers and get into physical conflict. The violence in video games simulates guns and hand to hand combat can cause real life conflict. The teenage shooters at the 1999 Columbine High School played violent video games; multiple mass shootings have been carried out by violence in video games for example, Anders Breivik, who killed 77 people in Norway, has admitted to using the game Call of Duty Modern ... Get more on HelpWriting.net ...
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  • 113. Video Game Violence Essay Video Game Violence Concerns about the effect of media violence on children extends back at least to the beginning of the mass media, with the issue raised with reference to films, radio, television, comic books, and so on. As technology brings new types of media to the fore, the issue shifts to depictions of violence in these new media. Both popular sources and scholarly address this issue, asking in effect how violent video games change children's behavior and make them more violent, assuming that it is believed that this is the case. The first issue is clearly whether or not violent video games have a detrimental effect at all. This issue has ... Show more content on Helpwriting.net ... 1, 3). Of course, not all such games are violent, though Gale says 80 percent have violent content and then writes, The American Psychological Association, the American Academy of Pediatrics and the American Medical Association have all concluded that there is a relationship between television violence and aggression among children (Gale, 2003, para. 9). As Provenzo (1992) shows, concerns about this are not new, though the spread of such games has increased greatly over the past decade. As Provenzo notes, one of the greatest appeals of the video game is also one of the major reasons for concern: Part of the appeal of video games might lie in giving children a means to activate the "passive" medium of television. In video games, children can enter into the character of movie and television heroes and take action as that character. The idea that video games are a means by which children can activate television is of crucial importance (Provenzo, 1992, para. 3). Children acting out violent actions as television heroes may transfer this behavior to other situations. Television heroes have an influence on the behavior of children in any case, and when the child puts him or herself in the role of that hero, the lesson learned can be even ... Get more on HelpWriting.net ...
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  • 117. Violence In Video Games To a lazy onlooker, violence in art has no other meaning than that of a primal nature. The use of violence in abstraction is akin to the use of color in a painting. Video games and films in particular are subject to such scrutiny as the use of violence is common in these mediums. The point of art such as these is to express ideas, provide entertainment, and persuade the audience to think. Therefore, it is absurd to think that video games and movies could invoke violent feelings onto someone. There is no concrete evidence that supports the claim that society is negatively affected by violence in video games and movies. The "evidence" that those of the opposite opinion consistently cite are weak examples that can simply be attributed to other things than entertainment. For instance, the Columbine shooters played video games frequently and this is used as one piece of qualitative data that many opposition members cite. However, this cannot be used when describing the greater populace; the Virginia Tech shooter never played video games and was seen as strange for not doing so by his peers. Another typical point that the U.S. has the highest homicide rate in the world and Americans have significant video game use. However, the Japanese are extremely avid gamers, more so than Americans, and have an annual homicide rate close to zero. There is, however, no doubt that many forms of media, written or visual are bloody. As Dr. Eugene Beresin says in a research article, "Consider one ... Get more on HelpWriting.net ...
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  • 121. Essay on Violence in Video Games Violence in Video Games Do video games containing violence spark people of today to commit violent acts? Violence in video games are blamed for some of todays violent crimes. Some people believe that these crimes are committed due to playing a video game. Others believe that video games are a easy excuse for the violent acts, and keep America from looking deeper into the minds of people committing these acts. Video games are also thought to be a good way to take out some hostility. In Bernard Cesarone?s piece, ?Violence in Video Games,? it is shown that Nintendo itself sold over 10.4 million systems and 69 million video games. Cesarone also stated more than 33 million people own a Nintendo system presently. Ceserone mentioned ... Show more content on Helpwriting.net ... Graphics of today are very realistic and can show many different things, and violence in many forms. Video games are played by all kinds of people. ?Are Video Games really so Bad? by Joshua Quittner, shows Males age 11–16 are the most popular consumer of video games, which may be a reason that violent video games are the most popular. Quittner also states males over the age of 20 are the fastest growing market and are becoming more an more targeted. Mike Snider states 37% of females do not play video games at all. Quittner found 32% of children favor video games with fantasy related violence and 29% prefer human violence. These numbers are at a steady incline since 1991. The most shocking fact to Quittner may was that only 2% of todays youth play games with educational content. Studies in Cesarone?s piece show exposure to video game violence increases aggressive personality. With all the commotion about violence in video games causing violent acts, game makers are now required by law to have there games graded. The Entertainment Software Rating Board is one form of grading which uses grades such as; Early childhood, for ages 3 and up, contain no violence. Kids to Adult, ages 6 an up, mild violence. Teens, 13 an up, more realistic violence than kid games. Mature ages 17 and up, blood, sexual content, and drugs. Adults only, ... Get more on HelpWriting.net ...
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  • 125. Violent Video Games And Video Violence And Violence Since the birth of shooting games such as, but not limited to, DOOM, Call of Duty, and Modern Warfare, when pertaining to these games, just listed have been around for many years, and likely aren't going anywhere, and very few, if any, cases involving violent children have been linked to these games. Do violent video games make people violent in real life? Well, to be quite honest, I do NOT think that violent games make people actually violent because people make their own choices, video game have been proven to be a good stress reliever, and they actually have been shown to improve the functions of the right hemisphere of the brain. My reason for not thinking these two things, violent people and violent games, are linked is simple: Games don't kill people, people do. Now I know we all wish that there was something other than "bad" people, that's just it. In fact, the few things we can blame violent tendencies on are things that most people can't help, such as a mental illness or disorder. There are, however, certain people that this does not apply to. Charles Manson, though he didn't technically kill anyone, is a murderer, but video games had nothing to do with him did they? Hitler did some pretty grizzly things during WWII, but was any of that linked to video games? Religion has killed more people than cancer, but no one questions what the crusaders did, but as soon as people find out a school shooter happened to like, say, Call of Duty, it's the game's fault. There ... Get more on HelpWriting.net ...
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  • 129. Violence In Video Games Loc Huynh Lindsey Novak MLA 10/31/2017 Video Games Violence Violence has been in existence as long as video games have existed. Since the first entertainment that was electronic in the 1950s, Tic–Tac–Toe was the first video game which made use of cathode– ray tubes. The video game that was commercial in 1971, "Computer Space" followed and then later to the today's hyper–realistic first–person shooters. In all of the above, violence in video games has been in existence, and probably it will always be. This fact has continuously drawn the attention of the researchers in the last few decades and particularly during the past ten years to study the effects of video game violence on all the fans of this type of electronic entertainment. The question that has been asked is, "Is violence and aggression in the real world increased by video games violence?" This research paper, therefore, explores the question to ascertain the real effect of watching violent video games not only to the viewers but also the entire world. The world is changing and technology advancing. The human race has always thought of the best way of keeping the world entertained. Over a couple of years, research has expressed practical concerns regarding the long–term impacts of video games on the society. These games can numb the participants to real life violence which affects even the young children most of who enjoy watching (Ferguson et al., 311). Even though the games are incredibly entertaining and engage ... Get more on HelpWriting.net ...
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  • 133. The Violence Of Video Games Most kids today play video games to entertain themselves and it's their hobby. Today kids and even young adults play games like Grand Theft Auto V (GTA V), Call of Duty, and Fallout 4. All three of these games were one of the top games of their respective year of release. What do they all have in common? They depict violence in a way that its becoming more realistic every year they're sequels are released. But what's up with people blaming video games for mass shootings and other heinous crimes? Personally, I believe that violent video games don't cause violence because there is no sufficient evidence that directly connects the two subjects. According to a study US sales of video games increased while juvenile crime rates has decreased significantly over the recent years. It's a fact that the majority of American teens play video games, but how many have been mass shootings involving young people. There have only been 71 mass shootings over the course of more than three decades and only seven of those are aged 18 or younger. The chances of one's child committing felonies are slim just with those two statistics. Even the US Supreme court disagree. In Brown v. Entertainment Merchants Association (2011) the Court ruled 7–2 that California can't ban selling video games to kids with the simple and good reason that they do not prove any indicators of aggressive behavior in the minority age. Given the actuality that a large number of young men play ... Get more on HelpWriting.net ...
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  • 137. Video Game Violence : Video Games Video Game Violence On December 14, 2012, a twenty year old boy named Adam Lanza shot twenty children and six staff at Sandy Hook Elementary School in Newtown, Connecticut. Before arriving to the school, he shot his mother then committed suicide after the shooting. The reports say that he was influenced to shooting others by the video game "Call of Duty". Video game violence is defined as a behavior including physical violence intended to hurt, damage, or kill someone or something impacted by video games. Video games can increase the aggressiveness of kids and young adults. According to technology fox news, video games stimulate aggressive thoughts. In the study, children ages of eight to seventeen who constantly play video games exhibit a more aggressive behavior such as pushing, hitting in comparison to three years before playing video games. In the meantime, the individuals who diminished the measure of time they spent playing fierce video games saw an abatement in forceful conduct, the specialists say. The explanation behind the increment in forceful conduct was the youngsters who play a great deal of brutal video games had an increment in forceful considerations: for example, they will probably decipher an uncertain demonstration, similar to somebody catching them, as unfriendly, said study analyst Craig Anderson, a therapist and teacher at Iowa State University. They were additionally more prone to see forceful conduct as a proper approach to react to incitement, ... Get more on HelpWriting.net ...
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  • 141. Video Games : Video Game Violence Essay Video Game Violence Blood and gore, intense violence, strong sexual content, use of drugs. These are just a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe the content of several games. The future of entertainment revolves around technology. Along with the evolvement of technology, video games are also changing. More ways of playing violent video games are created each year, but most of us have this question in mind; do violent video games influence people to act aggressively? Video games are a unique form of entertainment because they encourage players to become a part of the game 's script. Although video games have been available for more than 30 years, today 's sophisticated video games require players to pay constant attention to the game. Players engage on a deeper level–physically and emotionally–than people do when watching a movie or television. Video games follow three guidelines to hook the player. These guidelines include a 'wow' moment within the first five minutes of playing the game to grab the player's attention, communicating the core value of the game, and creating a storyline that the player can follow and 'get into' (Zurb). The violence found in today's video games can be anything ranging from aggressive driving in "Grand Theft Auto" to defeating the world's most dangerous enemies in "Call of Duty 4: Modern Warfare" ("Television and Video Violence"). Video games cause the player to become more aggressive. Many of ... Get more on HelpWriting.net ...
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  • 145. Simulated Violence In Video Games Simulated violence in video games is extremely disturbing, affecting the minds and everyday life of young residents. Violence in video games impact people negatively because it affects behavior, aggression, and causes addiction that poorly influence the gamer. In 2011, a study shows that seventy–one percent games that contain violence interfere with the gamer's behavior. Most people think there is some kind of connection. Scientists continue to investigate and they get closer and closer to finding that violent videos do affect a person's behavior. Some researchers found that video games like first–person shooters, indeed influence violent behavior. It is shown that at least a few minutes of playing a violent video game, people can act a little ... Get more on HelpWriting.net ...
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  • 149. Video Game Violence : Virtual Violence Video Game Violence: Virtual violence v. Real–world violence Miguel Rodriguez Holguin Southern New Hampshire University The video game industry has grown to gigantic proportions; it's a medium of entertainment that has great influence over the youth and adults globally. As with any media channel it is diverse in its content from childish themes to more mature topics. The industry's success has been plagued by many critics and sociology experts all whom criticize the library of violent video games stating that its detrimental to the overall health of its user, especially the adolescents, and that exposure to violent video games lead to real–life violence. Studies by various psychiatrists have been conducted in order to find the correlation between violent video games and real–life acts of violence and the majorities of the studies were inconclusive and are often inconsistent in their findings. According to N, Carnagey. , C, Anderson & B, Bushman (2007) "A study conducted by US Surgeon General on whether violent video games desensitizes people to real–life violence"(Para. 5). Unfortunately there has not been any published research on the topic however; many studies suggest that repeated exposure to violence in video games desensitize the individual to real violence but all the studies fail to provide solid proof. This matter is understandable, continuous exposure to violence in any type of media should have the same effect more or less not just video games. ... Get more on HelpWriting.net ...
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  • 153. Video Games : Video Game Violence Anthony Cook Mrs. Martin ENG 1113–1 16 April 2013 Video Game Violence The evolution of video games has taken a drastic change since the 1970's when video games were first introduced. Since then every decade video games have become more violent in nature with strong language and realistic to suit society today. Craig Anderson states that with more violence in video games they would sell better than games with less violence (Anderson, Gentile, and Beckley pg.5). Violent video games really became popular when the first person shooter games were invented so that we could see through the eyes of the player, as if we were really experiencing it. Society wanted better graphics and games as time went on new technology was invented and society matured in electronics. This meant that for game creators would have to come up with something better selling than the last. Creators would make the games more violent and more realistic each time so that way they can keep the interest of their consumers. Each game would increase in blood or gore slowly, but what really got consumers to buy their games would be the update of graphics in the consoles or games. This is due to the drastic changing of technology and the maturing of consumers wanting better and newer violent video games. Violent video games can cause children to behave violently if not correctly supervised. Violent video games can desensitize children. Studies show that most video games in today's society contain some type of ... Get more on HelpWriting.net ...