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RESEARCH INTO MY TOPIC
How violence in video games affects youths growing
up.
Baldeep Gahir
I researched into our chosen topic of violence in video games
and have found a lot of information regarding my topic. Video
games include and encourage the person playing to become
part of the videogame itself. Players are engaged on a deeper
level, both physically and emotionally than watching films and
television. This is perhaps a reason as to why it its easier for
younger people to get easily influenced as people who play
violent video games are more regularly exposed to an
aggressive nature.
 Listed below are some of the positive impacts of playing video games:
 Positives:
 - improves computer literacy
 - improves hand-eye co-ordination
 - increases quick thinking and accuracy
 Encourages team work
 Improves decision making
 The negative impacts:
 - increases aggressive behaviour
 - Social isolation
 - teaches wrong values
 - linked to poor academic performance
In 2010, a survey by the Kaiser family foundation found that
youths aged between eight and ten dedicate a period of
seven and a half hours towards entertainment in media
Gentille and Anderson (2003) state that playing video games
could increase aggressive behaviour because if so much time
and the repetition of violent acts are shown then its easier to
be influenced.
 “Blood and gore. Intense violence.Strong sexual violent.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 in the
Grand theft auto.
Many of the most popular games emphasize negative themes and
promote:
-The killing of people and animals
- Use of abuse of drugs and alcohol
- Criminal behaviour
- Disrespect for authority/law
- Sexual exploitation-violence towards women
- Racial/sexual and gender stereotypes
- Foul language and obscene gestures
Here are 10 of the most violent video games in 2015:
- Battlefield-Hardline
- Bloodborne
- Dying light
- Hatred
- Mad Max
- Metal gear solid V:The phantom pain
- Mortal Kombat X
- Onechanbara 72=chaos
- The order 1886
- Until dawn
HOW CAN THIS BE APPLIED TO OUR
DOCUMENTARY?
 This topic research can be communicated through the off screen
presenter we are going to use in our documentary. The facts and
statistics such as the positive and negative impacts are examples of
information that is easy to be said and can be bullet pointed whilst
speaking. It will also cohere well with the editing, as we aim to produce
a documentary that incorporates fast paced montages, and with the
use of the “short", "snappy” facts it will add to the lively effect of the
piece.
Bibliography:
Slide 2: Sutterhealth: palo auto medical foundation (pamf.org)
Slide 3/4/5: Momjunction.com
Slide 6: Harvard health publications Harvard medical school
(health.harvard.edu)
Slide 7: American academy of child and adolescent psychiatry (ascap.org)
Slide 8: commonsensemedia.org

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Topic research violence in videogames

  • 1. RESEARCH INTO MY TOPIC How violence in video games affects youths growing up. Baldeep Gahir
  • 2. I researched into our chosen topic of violence in video games and have found a lot of information regarding my topic. Video games include and encourage the person playing to become part of the videogame itself. Players are engaged on a deeper level, both physically and emotionally than watching films and television. This is perhaps a reason as to why it its easier for younger people to get easily influenced as people who play violent video games are more regularly exposed to an aggressive nature.
  • 3.  Listed below are some of the positive impacts of playing video games:  Positives:  - improves computer literacy  - improves hand-eye co-ordination  - increases quick thinking and accuracy  Encourages team work  Improves decision making
  • 4.  The negative impacts:  - increases aggressive behaviour  - Social isolation  - teaches wrong values  - linked to poor academic performance
  • 5. In 2010, a survey by the Kaiser family foundation found that youths aged between eight and ten dedicate a period of seven and a half hours towards entertainment in media Gentille and Anderson (2003) state that playing video games could increase aggressive behaviour because if so much time and the repetition of violent acts are shown then its easier to be influenced.
  • 6.  “Blood and gore. Intense violence.Strong sexual violent.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 in the Grand theft auto.
  • 7. Many of the most popular games emphasize negative themes and promote: -The killing of people and animals - Use of abuse of drugs and alcohol - Criminal behaviour - Disrespect for authority/law - Sexual exploitation-violence towards women - Racial/sexual and gender stereotypes - Foul language and obscene gestures
  • 8. Here are 10 of the most violent video games in 2015: - Battlefield-Hardline - Bloodborne - Dying light - Hatred - Mad Max - Metal gear solid V:The phantom pain - Mortal Kombat X - Onechanbara 72=chaos - The order 1886 - Until dawn
  • 9. HOW CAN THIS BE APPLIED TO OUR DOCUMENTARY?  This topic research can be communicated through the off screen presenter we are going to use in our documentary. The facts and statistics such as the positive and negative impacts are examples of information that is easy to be said and can be bullet pointed whilst speaking. It will also cohere well with the editing, as we aim to produce a documentary that incorporates fast paced montages, and with the use of the “short", "snappy” facts it will add to the lively effect of the piece.
  • 10. Bibliography: Slide 2: Sutterhealth: palo auto medical foundation (pamf.org) Slide 3/4/5: Momjunction.com Slide 6: Harvard health publications Harvard medical school (health.harvard.edu) Slide 7: American academy of child and adolescent psychiatry (ascap.org) Slide 8: commonsensemedia.org