The document discusses research on the psychological effects of violent video games on children and young people. Several studies found that playing violent video games was linked to increased aggressive and antisocial behavior, decreased empathy, and changes in emotional state. However, one article notes that most children who play violent games do not become violent, and certain personality traits may predispose some individuals to be more influenced by such games. The conclusion is that while violent games likely increase aggression in players, especially younger ones, other individual factors also contribute.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
eSports: The Biggest Sport You've Probably Never Heard Ofsparks & honey
With millions of people already playing video games and the popularity of video game competition rising, gamers developed an interest in watching others play for fun, while learning tips to improve their play and witnessing pro-gamers
showcasing their skills.
eSports organizations recognized this trend and created platforms for people to participate and watch. The dramatic rise of game streaming services like Twitch, ESL, and MLG created communities between players and fans.
Then came the big prize money. The professional game casters. Video games broadcast on major networks. Huge, sold-out crowds. Brand sponsorships. And from the beginning, unrelentingly passionate fans.
A perfect sport that fulfills the cultural need to be the hero, to be part of a community as both participant and spectator and experience the thrill of victory.
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
Presentation showing the rise of E-Sports in India. eSports (short for Electronic Sports) is the name given to professional competitive gaming. In a nutshell, competitors play video games, while being watched by a live audience. Millions more watch the games online.
eSports are not a sport- they are competition, according to ESPN President John Skipper.
Some BENEFITS of esports.
CURRENT TRENDS IN ESPORTS
The effect of video game on the psychology on the youth of todayJack Grier
This presentation and all images used within are for education purposes only.
I do not own the rights for any images used and for any and all images there is a hyperlink to the original location where i found the image.
eSports: The Biggest Sport You've Probably Never Heard Ofsparks & honey
With millions of people already playing video games and the popularity of video game competition rising, gamers developed an interest in watching others play for fun, while learning tips to improve their play and witnessing pro-gamers
showcasing their skills.
eSports organizations recognized this trend and created platforms for people to participate and watch. The dramatic rise of game streaming services like Twitch, ESL, and MLG created communities between players and fans.
Then came the big prize money. The professional game casters. Video games broadcast on major networks. Huge, sold-out crowds. Brand sponsorships. And from the beginning, unrelentingly passionate fans.
A perfect sport that fulfills the cultural need to be the hero, to be part of a community as both participant and spectator and experience the thrill of victory.
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
Presentation showing the rise of E-Sports in India. eSports (short for Electronic Sports) is the name given to professional competitive gaming. In a nutshell, competitors play video games, while being watched by a live audience. Millions more watch the games online.
eSports are not a sport- they are competition, according to ESPN President John Skipper.
Some BENEFITS of esports.
CURRENT TRENDS IN ESPORTS
The effect of video game on the psychology on the youth of todayJack Grier
This presentation and all images used within are for education purposes only.
I do not own the rights for any images used and for any and all images there is a hyperlink to the original location where i found the image.
What The Psychology of Video Games Can Teach You About Product Engagement - J...Habit Summit
Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.
Violent Video Games
Violent Video Games
Violent Video Games
Violent Video Games
Violent Video Games Essay
Violent Video Games
Violent Video Games
Violent Video Games
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
Last name page number EFFECTS OF WATCHING VIDEO GAMES ON ESCALAT.docxsmile790243
Last name page number
EFFECTS OF WATCHING VIDEO GAMES ON ESCALATION OF VIOLENCE 2
Name
Course
Professor
Date
Effects of Watching Video Games on Escalation of Violence
Introduction
The prevailing trend in various section of the globe is that the number of people playing video games has been on the rise. At the same time, the world has witnessed an escalation in cases of violence leading to the question whether a correlation exists. Scholars exploring the subject have divided opinion on the issues even though significant majorities consider the issue a complicated matter that one cannot deduce objectively without conducting a detailed study on the subject. Due to such stalemate, the paper seeks to explore the subject to facilitate valid conclusion on the matter. Five scholarly materials on the subject serve as the reference materials for the analysis. In the discussion below, the research asserts that playing violent video games contributes to the escalation in violence through alteration of individual behavior.
Discussion
The allegation that playing video games influences violence in individuals holds because records of cases of violence affirm that the exposure that a person gets influences behavior. In the same way, education imparts knowledge that inspires positive response is that same manner that games instills bad attitude. The idea also emanates on the assumption of findings of scholars like Ferguson (2011) who posit that upbringing shapes behavior and participation in violent games characterize upbringing of some children in the western world. In such a context, it becomes hard dissuading the person from violent acts and arguing the games do not contribute to the violence. DeLisi, Vaughn, Gentile, Anderson, & Shook (2013) explicates the same idea in their works by alluding that the behavior of an individual is the cumulative habits adopted from interactions with other members of the society. The scholar argues that in opting to embrace violent video games, there exists the possibility of the person’s liking for violence. The exposure, in turn, brings out the trait in actions and such leads to aggregation in cases of violence as witnessed in various places across the globe.
The mode of dressing of persons’ liking the games reflects the code of conduct of characters in the video games. In using that as the reflection of the implications of playing the games, one can argue, that a correlation exists since teenagers in developed nations are witnessing an increase in violent acts at the height of preference for violent video games. It is, therefore, justifiable arguing that video games influence violence. Additionally, many teenagers in the contemporary times who play video games tends to emulate the tone of conversation used in the video games (DeLisi, Vaughn, Gentile, Anderson, & Shook, 2013). Some even go to the extent of acting as the characters in specific video games. In such a context, linking the crime to the activity is h ...
First article Shooting in the darkFull TextThe young .docxAKHIL969626
First article : Shooting in the dark:
Full Text
The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage -- or at least fueled their urges.
But did it really?
Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. The issue is especially relevant today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower rates and are significantly less likely to play violent games.
A burst of new research has begun to clarify what can and cannot be said about the effects of violent gaming. Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive -- as measured by clashes with peers, for instance -- at least over a period of a year or two.
Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit a violent crime, like murder, rape, or assault, much less a Newtown-like massacre. (Such calculated rampages are too rare to study in any rigorous way, researchers agree.)
"I don't know that a psychological study can ever answer that question definitively," said Michael R. Ward, an economist at the University of Texas, Arlington. "We are left to glean what we can from the data and research on video game use that we have."
The research falls into three categories: short-term laboratory experiments; longer-term studies, often based in schools; and correlation studies -- between playing time and aggression, for instance, or between video game sales and trends in violent crime.
Lab experiments confirm what any gamer knows in his gut: playing games like "Call of Duty," "Killzone 3" or "Battlefield 3" stirs the blood. In one recent study, Christopher Barlett, a psychologist at Iowa State University, led a research team that had 47 undergraduates play "Mortal Kombat: Deadly Alliance" for 15 minutes. Afterward, the team took various measures of arousal, both physical and psychological. It also tested whether the students would behave more aggressively, by having them dole out hot sauce to a fellow student who, they were told, did not like spicy food but had to swallow the sauce.
Sure enough, compared with a group who had played a nonviolent video game, those who had been engaged in "Mortal Kombat" were more aggressive across the board. They gave their fellow students significantly bigger portions of the hot sauce.
Many similar studies have found the same thing: A dose of violent gaming makes people act a little more rudely than they would otherwise, at le ...
2. ABSTRACT Violence in America is a heavy concern and it brings to the forefront the question “Are violent video games responsible for the some of the violence perpetrated by the youth of today?” In this literature review I will explain the materials I am using to come to the conclusion of whether children are being influenced by violent video games or not. I have played video games and seen firsthand how they can influence someone, but just because they influence does not mean it is a negative influence.
3. OUTLINE OVERVIEW Video games are the national pastime and have a lot of influence The drive to become the best or beat the game can change the players outlook THE ARTICLES All articles agreeing to an increase in aggression, but a decrease in empathy in players who play violent video games All articles agree this is a subject that should be researched on a bigger scale THE EFFECTS Consistent play of violent video games can make a person more aggressive, antisocial and less empathic. The younger the person the more likely they will be influenced by the video game There may be a group of people who are predisposed to the influence of violent video games HYPOTHESIS The consistent playing of violent video games can cause a person to become more aggressive
4. OVERVIEW Video games are becoming the national pastime and with the popularity comes the influence these games have over the players. While the influence will not have a negative effect on all who play but there will be an effect on some. The concern is what will happen to the psyche of those who play violent video games. It takes a certain line of thought in order to become excellent at whatever you do. As with those who are well trained at police work, psychology, or football you tune yourself to react to things that are effective to your everyday endeavors. As the "gamer" trains themselves to be the best type of there is a great chance of carryover into the real world. And if the gamer is submerged in violent video games, games that reward violence, it is possible for the gamer to take this behavior into their real life. So the question is will violent video games breed a culture of violence? The following information will provide possible evidence to answer that question.
5. THE ARTICLES The overall position of the articles is that violent video games will lead a player of said video games to become more violent or aggressive. But the articles also state that this issue should still be researched. The articles definitely support one another and mirror the same beliefs and outcomes to one another. " Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.” (Anderson C. A., 2004)
6. THE EFFECTS Thegeneral consensus of all the articles is that violence in video games, with continued play, can change the psychological disposition of a person. It is believed the person is drawn into real life scenarios and this continues into the players actual life. The first affects are when the actual video game is being played, heart rates are raised, breathing intensifies and aggression continues as the game dictates. With repeated playing the person's psyche is becoming more in tune to what the video game needs in order to win. The articles go on to agree with this being more frequent as the age of the participant drops. "The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior." (C. A. Anderson, 2001) P.M. Markey lends a valid but rarely mentioned variable to the argument that it may be possible for the people who are affected by violent video game may have a predisposition to the heightened aggressiveness of the video game. This is the one article that has enough variance to be mentioned, all other follow suit and speaks well with the other articles. (Markey, 2010)
7. HYPOTHESIS After reading the articles and having the knowledge of my personal experiences my hypothesis is as follows: The consistent playing of violent video games can cause a person to become more aggressive, especially in younger participants. I believe human nature has the capacity to do “right” or “wrong”, but the determining factor is how the person is lead to become the person they are. Years ago children were a lot closer to their parents whereas now children have many different things that they cleave to at a much earlier age. In the past there would be time after work for parents to interact with their children and for some families one parent was always home. Now both parents are working or it is a single family home and the child spends a lot of time being raised by the television and the internet. With these electronic babysitters comes many things, specifically video games. Video game in a household where parental guidance is effective there is the likeliness that violent video games are not being played or if they are the parents are putting the violence in some perspective. But in a household where there is little or no parental guidance the youth can be easily lead to believe this is the proper way to deal with everyday situations. The following is my review of the literature I am using to answer the question: “Are violent video games creating violent children?”
8. In an article from the American Academy of Children & Adolescent Psychiatry titled “Children and Video Games: Playing with Violence”, children are exposed to many different violent variables from famous video games. Variables like “the killing of people or animals, the use and abuse of drugs and alcohol, criminal behavior, disrespect for authority and the law, sexual exploitation and violence towards women, racial, sexual, and gender stereotypes, foul language, obscenities and obscene gestures.” (Psychiatry, 2006) There has been a rise in childhood aggressiveness and anger but there has also been an increase in video game play amongst children. In the first thought this may seem like a slippery slope but as you look at the evidence of gun violence with the youth of this time period you begin to see one of the major factors, shooter type video games. “On April 20,1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-‘em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris’ web site with a version of Doom. He had customized it so that there were two shooter, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats, carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later.” (Shin, 2008)
9. Grace Shin’s article gives a few different cause and effect examples from those who have perpetrated violence and their possible connection to violent video games. This connects well with Carnagey and Anderson's article on how video games are rewarding violent behavior. Their article entitled "The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior". In their article they review the results of three studies that used an aggressive car racing game to find if video games have an effect on behavior or not. There were three scenarios where, nonviolent racing, a violent race where violent behavior was punished, and a violent race where violent behavior is punished. After playing the video games the subjects were tested for violent or aggressive behavior. "Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking. (Anderson, 2009) As the articles goes forward they begin to connect how such certain reactions to violent video games, whether the game punish using violence or reward using violence, will begin to influence the behavior in the streets. "If they have been influenced by aggressive play that is punished then the player will show a decrease in violent or aggressive behavior in real life. Or if they have been playing a game that rewards aggressive or violent behavior then the players frustration will probably increase in real life situations." (Anderson, 2009)
10. Another possibility to be considered in the effects of violent video games on children is a possible predetermination to the susceptibility of violent video games. Is it possible there are children out there that are born with a something that leads them to be influenced by violent video games to be violent in the real world. In their article, "Vulnerability to Violent Video Games. A Review and Integration of Personality Research." The Markey's go on to breakdown the numbers when it comes to children and violent video games. "It is clear that most children who play these games do not go on to behave in violent or murderous ways. In fact, although many youths who have engaged in violent school rampages were video game players(Anderson, 2004), most also possessed maladaptive personality traits and characteristics."(Markey, 2010) The Markey's introduce another variable to the subject "Psychoticism". They believe the people who typically become violent are those who already suffer from traits of psychoticism and are the most likely to become violent after playing violent video games. "Markey and Sherer (2009) found that participants with elevated levels of psychoticism tended to experience higher levels of hostility and had more aggressive cognitions after exposure to violent video games than did individuals with lower levels of psychoticism or individual exposed to non-violent video games." I believe they are saying violent video game can increase violent behavior in those who play violent video games but they are also saying those who show certain traits will have a greater chance of acting on those urges after playing violent video games.
11. REFERENCES Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence , Vol. 27, Iss. 1; 113-122. Anderson, C. A. (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin , Vol. 136 Issue 2, p151-173. Anderson, N. L. (2009). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. Iowa State University , 1. C. A. Anderson, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal and pro-social behavior; a meta-analytic review of the scientific literature. Psychological Science , Vol. 12, Iss. 5; 353-359 . Funk, J. B. (2004). Violence exposure in real-life, video games, television, movies, and the internet: Is there desensitization? Journal of Adolescence. , Vol. 27, Iss. 1; 23-39. GENTILE, D. O. (2009). Good game? The behavioural effects of video games . Economist . Irwin, A. &. (1995). Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of Family Violence , 337-350. Ivory, J. D. (2007). The Effects of Technological Advancement and Violent Content in Video Games on Players' Feelings of Presence, Involvement, Physiological Arousal, and Aggression. Journal of Communication , Vol. 57 Issue 3, p532-555. Markey, P. M. (2010). Vulnerability to Violent Video Games: A Review and Integration of Personality Research. Review of General Psychology , 1-4. Scott, D. (1995). The effect of video games on feelings of aggression. Journal of Psychology , Vol. 129 Issue 2, p121, 12p.
Editor's Notes
Video games have become a standard in the everyday household. And for many, young and old alike, violent video games are in heavy rotation.