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Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
1. Violent Video Games
Violent games have been around for a very long time, before video games even existed. The main
difference between a game and a video game from then and now is the mass production of video
games. Violent video games are not here to ensue violence or change the way we act. I believe they
are here to do the opposite, so we can experience something we would never do. However, using the
non–intended audience can cause a disruption and ensue violence in a younger audience. First off
let's start with why we might get violent. "there were no effects of content on aggression, but there
was an effect of perceived mastery. In other words, people felt angry when they were frustrated with
the game; not because of the content" (Paragraph 6, Psychologytoday). Violent outbursts are
mainly caused by anger, the main anger can come from the difficulty of the game. The easier it
is, the less prone to anger and violence, but once you get to the more difficult stuff, that's when we
can lose it. The difficulty of not being able to do a task that is necessary to move on or win the
game (something the gamer wants to do) is more than enough reason to blow a fuse if it goes on for
too long. After several studies and tests, the conclusion seems to be that violent content does not
cause anger and violent outbursts. They are caused by difficulty and losing the game. Which means
there should be no evidence to support violent games causing violence in real life. Unfortunately,
these games get a bag
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2. Violent Video Games
Video Games have been a source of fun and enjoyment for many people, whether they are kids or
adults. Violent video games are the most popular types of video games. Many young people who
play video games or gamers, for short, are quite obsessed with these games. Recently violent video
games (VVGs) have been accused of being the source of many mass shootings in the world, accused
of corrupting the minds of young gamers. This is wrong.
Violent Behavior in Video Games
Video games are always thought to lead to violent behavior. However, sales of video games prove
aggression, hostility, and female violence are unrelated to VVGs. Violent video games are blamed
for being linked to levels of aggression. Many people believe VVGs raise levels of aggression;
however, studies show that belief is false. Although VVGs have violent content, it does not
coincide with the levels of aggression being increased. Ratings for VVGs have regressed from their
original state of maturity, meaning younger kids can play these games. If young children are
approved to play VVGs then there must be reasons. Adults want their children to be social and make
friends and video games can help them do that. According to Jack Hollingdale, playing cooperative
team–player video games increases empathy and decreases aggression (Hollingdale, 2014).
Aggression levels are not the only factors thought to be linked to VVGs, hostility levels are another
topic for arguing. To help prove that video games do not
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3. Violent Video Games
Since video games have been introduced, video games have been accused of contributing too many
atrocities, and acts of violence. News outlets paint video games as being a source of which some
acts of violence happen. Yes, violent video games have become more popular, meanwhile becoming
controversial, but still there exist no links between aggression and video games. The University of
Bologna says that "owning videogames does not in fact seem to have negative effects on aggressive
human behavior" (Koffler par.7). Meanwhile, news outlets keep on missing the point on how
beneficial video games are. Video games do not contribute to violence, can be educational, and they
can improve us in different ways. Not all video games are the same, but that's doesn't matter
because the violent one only receives attention from the media. For example, CNN covered a story
on an 18–year–old gunman in Germany, they proceeded to accuse violent video games because the
kid was a fan of first person shooter games. They then proceeded to talk about why they are bad
and how there is a significant link between violence and video games. "Overall, the academy's
summary of the results from more than 400 studies revealed a "significant" link between being
exposed to violent media (in general) and aggressive behavior, aggressive thoughts and angry
feelings" (Scutti par.6). They then proceeded to failing to defend why video games are bad by
saying "He discovered that playing video games, no matter how
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4. Violent Video Games
During the last decades, the popularity of violent video games has increased significantly. In the
United States, more than 90% of children play video games. Surprisingly, more than 85% of video
games on the market contain some sort of violence. In the late 90s, games like Doom, Mortal
Kombat, and Grand Theft Auto drew everyone's attention for the brutality and violence that these
games contained. Parents, teachers, and scholars started blaming video games for school shootings,
and juvenile crimes. They argued that this kind of games desensitize players, and make children
believe that violence is an acceptable way to solve conflicts. Many studies have taken place
surrounding this issue, however, there is still no conclusive proof that violent video games and
real–life violence are linked. So the question remains, do violent video games make people violent?
The goal of this paper is to attempt to bring and connect modern research on violent video games
and expose if these games have an impact in the real world.
Even though many studies have found that there is a remarkable relationship between violent
video games and aggressive behavior, more recent studies have shown that this relationship is
almost insignificant. In an article published by CNN called "Do video games lead to violence?" by
Susan Scutti, connects relevant data to demonstrate if there is a link between aggressive behavior
and video games. According to Whitney DeCamp, associate professor of sociology at
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5. Violent Video Games Essay
Violent Video Games
There is much persistent debate throughout culture these days concerning video games. Common
questions asked are things like ?Where should the lines be drawn in terms of content? and What
audience, if any, is this appropriate for? As lawyers fight, bizarre crimes are blamed on video games,
constant studies take place, and technology continues to evolve, the video game world continues to
thrive and be extremely profitable. While there is near–constant focus on the supposed ?negatives?
of games like simulated killing, drug use, or sex, most people, especially those completely outside
of gaming circles, fail to acknowledge that gaming of any kind can possibly have positive effects on
players. While increased hand–eye...show more content...
experienced by soldiers in prolonged combat situations. Although the relationship is different, one
may be able to perceive the sameness in the general ideas. There is a ratings system that applies to
all video games market, designed to keep minors from obtaining games that have been deemed
inappropriate. There are six different ratings, ranging from EC (early childhood) to AO (adults
only). In between are, ranging in terms of least violent to more violent, E (Everyone), E10+
(Everyone 10 and older), T (Teen), and M (Mature) (Game Ratings par. 3–6). Although the intent of
the game ratings system is clear, its effectiveness is usually in question. Aside from lucid
guidelines, it is still difficult to get results. Who is to govern the people once the game is in their
hands? For instance, take a kid who is ?of age? buying a game rated M, then passing it down to
his younger friends or siblings once he is finished playing it? The ratings system seems to be
?one of those things? with the right intention that yields ineffective results. The system does,
however, require retailers to check ID?s to assure proper coincidence with the ratings. It is left to the
retailer to follow those rules. I believe that the dilemma of what is appropriate for a game is one that
will go on for a long time. There will always be people who disapprove of something and
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6. Violent Video Games
Since the first iteration of the Nintendo game console, video games have become integral part of
our entertainment experience. In the last 20 years the improvements in video technology has only
bolstered the appeal of video games, making them one of the top forms of entertainment for all
ages and genders. The amount of people playing video games continues to rise at an alarming rate.
Video games are a great way to alleviate stress, they allow you to relax, escape from reality and just
decompress from life.
Violent video games desensitize players, glorify violence, smoking, drinking, illicit drug abuse, and
perpetuate violence toward women. Another concern is that they promote a gangster lifestyle in
society. Violent video games play to our more carnal behaviors, while allowing us to engage in
immoral and unethical experiences in a virtual world. Video game creators argue that responsibility
falls on the consumer and their ability to choose whether or not to purchase violent video games.
The creators are faced with a dilemma regarding the questionable game simulations and the ethical
responsibility they have as producers, and the possible impact these games may or may not have on
their audience. Using Reynolds' Seven–Step Ethical Decision–Making Approach I will attempt to
come to an ethically balanced conclusion.
The Facts
Playing video games may increase aggressive behavior if violent acts are continually repeated
during video game play. Repetition is an effective
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7. Violent Video Games
Video games have been around for over fifty years and have become quite popular over the past
four decades. In fact, they are so popular that a certain subset of them have recently come into
scrutiny and are a topic of hot debate. This subset contains video games that are violent in nature,
which, many people loathe. Those people try to use many fallacious tactics to persuade others to
join their cause. Take the article 'Violent Video Games Can Desensitize Players and Increase
Aggression' for example, firstly it hooks an audience with its hasty generalization that violent
video games create mass murderers, secondly it uses cum hoc ergo propter hoc to provide
evidence that video games contribute to and enforce desensitization and aggression, and thirdly it
uses appeals to anonymous authorities to provide accreditation for the content it discusses. The
article is written by Dr. George Drinka, who resides in Portland, Oregon, has been a psychiatrist
for over twenty years. He went to medical school at Johns Hopkins and completed his psychiatry
residency at Yale. He specializes in child, adolescent, and general psychiatry. With his knowledge
and background, he has gone on to write for the Journal of the American Psychoanalytic Association
and the New York Times. In the article he uses the Sandy Hook Elementary School shooter, Adam
Lanza, as an intermediary to talk about violent video games and the consequences that come with
playing them. Dr. Drinka goes on to talk about how
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8. Violent Video Games
A significantly large portion of the video games created within the past 5 to 10 years contain some
form of violence. On top of that, some of the most popular video games out in the market today are
extremely violent and warrant an "M" rating for mature. Video game developers are well aware of
this trend and continue to produce more graphic, interactive, and realistic content. Therefore, there is
a concern that the vast amount of violence in video games is changing how youth develop and what
they perceive as normal. Many researchers believe that there is a link between video games and
increased aggression in the people who play them.
The study, Violent Video Games and Reciprocity: The Attenuating Effects of Cooperative Game
Play on Subsequent Aggression, was conducted by researchers; Velez, Greitemeyer, Whitaker,
Ewoldsen, and Bushman. In the past GAM, "proposes that two types of input variables can
influence aggression: personal and situational variables" has only been used to look at a single
person playing a video game. However, these researchers decided to look into the relationship
between video games, aggression, and single players versus grouping of players. They believed
that if one person was playing with another as a team competing for a common goal then they
would be less aggressive than if they had played alone. But, if one of the participants was playing
against another person aggression would increase because there was no necessary social obligation
and no
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