765 words - 3 pagesWhile surfing Facebook, I came across a post blaming video games entirely for the Columbine Shooting. This sparked a whole debate on whether or not this was true. This sparked some interest in me so I began looking into it. While digging deeper into this topic I came across three different topics to focus on. First, separating fact from fiction pertaining to videogameviolence. Second, comparing all types of entertainment to see which has the biggest impact on youth violence. Finally, what parents can do to make sure their children doesn’t go down this path. With this topic, hopeful I can shed some light on what exactly is the cause of child aggression, and how to prevent it in theVIEW DOCUMENT
1730 words - 7 pages tendencies may be as subtle as inappropriate language or as obvious as getting into fights with others.
Almost all video games contain violence. Dr. Craig Anderson, a psychologist who studies violence, declares: The rating itself does not tell you whether it is a healthy or unhealthy game. Any game that involves killing or harming another character in order to advance is likely to be teaching inappropriate lessons to whoever is playing it Dr. Anderson then goes on to explain that just because a game is not rated mature or teen that does not necessarily mean that the game will not contain violence. In fact, a lot of video games have hidden violence, even cartoon games. For instance, SpongeBob SquareVIEW DOCUMENT
1714 words - 7 pagesVideogameviolence has no effect on teenagers becoming violent in the real world, although the Entertainment Software Rating Board (ESRB) has raised lots of controversy because of the rating of recent games. The difficulty of games has more of an effect on teen’s aggression than the games’ violence itself. These days there have been many games that have caused many heads to turn due to the violent contents. But in some cases video games teach children things and raise hand eye coordination. In some cases playing violent video games help children develop problem-solving skills. Videogameviolence controversies started off in 1976 with the release of a game called Death Race. A recent studyVIEW DOCUMENT
560 words - 2 pagesVideoGameViolenceViolence in video games has been a hot topic ever since the beginnings of the industry. From depictions of a polygonal frog being run over in Frogger, to stealing cars in a realistic environment a la Grand Theft Auto, this topic has sparked serious debate. The traditional liberal stance is that the government should forcefully regulate the videogame industry. The conservative stance is that the industry does a good job of rating itself, and that government should not get involved. The liberal stance has its points, in the fact that video games are getting more realistic and more violent. With increasing technology in computers, the videogame industry also makesVIEW DOCUMENT
2538 words - 10 pages“VideoGameViolence Does Not Cause Violent Tendencies”
An In-Depth Look at VideoGameViolence and its Positives Effects
“On Tuesday, November 2, while the rest of the country was voting, the Supreme Court of the United States heard oral arguments in Schwarzenegger v. EMA, the landmark case in which the state of California is petitioning for the re-instatement of a California law banning the sale of deviant or morbid violent video games to minors” (Macris). This case is a current example of the opponents of video games trying to prove video games are a bad influence on children and teenagers. Violent videogame opponents have always tried to disprove the positive effects of video gamesVIEW DOCUMENT
1329 words - 5 pagesVideoGameViolenceVideogameviolence has been a long going controversy. Video games have not been around all that long, “first introduced in the 1970s” (Cesarone, Feb. ‘95), and started out as being centered towards the Children. Well anybody that has grown up with games are now older and more mature and demand more from their gaming experience, and so the creation of new types and styles of games have evolved to suit them. I have grown up with games, and am at the age where ‘kids games’ just don’t do it for me anymore. The games that I thought were enjoyable when I was a kid are now very boring. I need a more complex game with many variables to consider, and I am matureVIEW DOCUMENT
1308 words - 5 pagesPolitics: current us problem-video games and violence 2000-07-10 In recent years, video games have been a popular icon of youth culture. However,as games have become popular, so has the amount of violence contained in them. Because of the immense popularity of video games with children, violence within them should be handled more properly. First of all, let's take a look at some background information to get a few ideas of who plays the games frequently and what amount of video games contain violence. A lot of people tend to think that the majority of videogame users are children, but a congressional testimony by VIEW DOCUMENT
1049 words - 4 pages, or played one yourself? Have you ever seen someone get aggressive over a videogame? I myself have played my fair share of games and I know first hand that they can provoke aggression. Today I'm going to discuss videogameviolence, and the impact they can have on the players and society.
As a class, you might wonder what this has to do with me? Well, based on general knowledge, most of you the guys in this room, maybe some girls, play video games for at least a couple of hours a week. Today I will tell you about the games you play, their history and how they affect you.
1383 words - 6 pagesVideoGame Industry Should Restrain Violence
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the videogame industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrongVIEW DOCUMENT
1588 words - 6 pagesApproximately 90% of American kids ages 8 to 16 play video games for about 13 hours a week (Harding). There are many different kinds of video games but the particular genre that is becoming more and more popular among kids is violent video games. Games like “Grand Theft Auto”, “Call of Duty”, “Hitman” and “Mortal Kombat”. Each year these games become more realistic and more violent, leading some people to believe that there is actually a link between videogameviolence and real life violence. For decades research has been done on this topic to see if violence in video games can cause more aggressive behaviors in players, especially younger players. There are a lot of factors to considerVIEW DOCUMENT
1761 words - 7 pages side that is more correct.
Over 97 percent of American teenagers play video games at an average of 13 hours per week (Greitemeyer & Mügge). With so many young adults playing video games, it would make sense that some of them might already have a psychological disorder that can trigger them to be violent. However, if the a majority of the teenagers studied did not have a previous history of violence or psychiatric disorders in the study, then it might be possible to infer that videogameviolence and real-life violence might have a correlation. A study suggests that playing video games excessively can affect learning and behavior, but playing pro-social video games increases helping andVIEW DOCUMENT
1900 words - 8 pages games. Still, where does that lead the question of what the effects of videogameviolence? Is it a therapeutic outlet that gamers use to vent daily frustrations or is it something detrimental that is warping the minds of our youth to commit violent crimes?
This is an issue that can be taken from different perspectives. In Lance Ulanoff’s article in PC Magazine, Violent Video Games: Our responsibility, Not the Courts, he talks about his experiences with the issue of video games and their violence with respect to the behaviors of his 15 year old son and the laws in California forbidding the sales of Mature rated games to minors in 2010. “These games aren’t “promoting” anything. They’reVIEW DOCUMENT
1754 words - 7 pages seventh grade, he or she will have witnessed 8,000 murders and 100,000 acts of violence on television. Some people say so much violence on television makes American society- including its children- more violent” (“Causes of School Violence” 1). Among the violent media, video games are the current trend. Although video games are rated by ESRB (the entertainment software rating board) based on content, and specified what age group they are appropriate for on
their cases, many parents overlook the ratings, and allow their children to play game intended for mature audiences. A survey of teens conducted in 2000 regarding video games reveled the following: “89 percent reported that their parents neverVIEW DOCUMENT
1271 words - 5 pages.
The second reason video games are an issue is that videogames have been linked to a variety of mental and physical ailments. The most common physical health problems tend to be arthritis from barely moving the fingers while using a keyboard or game controller, and a variety of eye problems due to constantly staring at the game screen. The most frequently occurring mental problems range from delusions to schizophrenia and becoming desensitized to violence. Keegan says that "repeated exposure to violent images can make people less sensitive to the effects of violence" (1). All of these ailments, both mental and physical, can and will occur in many people, but this statement only holds trueVIEW DOCUMENT
931 words - 4 pagesIn today’s world, video games have come along way since the birth of game consoles, with such games as Pac Man, Donkey Kong, and Frogger. Not only have the graphics done a complete turn but the violence has also on video games. There have been many people discussing on the topic of video games that have violence and the effect it has on kids. It brings out more aggression on kids that play those types of games than those who does not. Video games are considered harmful to society.
MSNBC.msn.com Kristin Kaining games editor states that in a recent research study (Does gameviolence make teens aggressive) teens played two different types of games for thirty minutes each. The one whoVIEW DOCUMENT
1481 words - 6 pages (2011 p. 260) included and defined he following independent variables: violence (e.g. fighting wrestling, shooting or killing), competitiveness (e.g. competing with other players or computer-created opponents), difficulty (e.g. how difficult is to win the game) and pace of action (e.g. how fast are the action sequence happening). They also defined aggressive behavior (dependent variable) based on Lieberman’s Hot Sauce Paradigm (1999), which assigned a standardized number depending on the hotness rating and the weight in grams.
Pilot Study 1
The purposes of the pilot study was to define if Conan and Fuel (two video games selected) differed in terms of violence, but were similar in termsVIEW DOCUMENT
1876 words - 8 pages the medical field before the Senate regarding whether or not these comics should be purchasable by children, or even in eyesight of them. (Hall, Day, and Hall) Dr. Frederic Wertham, forensic psychiatrist, gave this testimony before a Senate subcommittee using many of the arguments that we see again today regarding the safety and effects of violent video games and media on children:
There are however two “social theories” that hold the majority sway over the ideas of the potential impact of violent video games(Hall, Day, and Hall). The first stating that these games increase violence by teaching the players how to be violent, then rewarding them in game for violent activities. (Hall, DayVIEW DOCUMENT
2617 words - 10 pages realistic, and they give you the feeling that you are actually in the game. Elizabeth Carll, PhD in Psychology says “A comprehensive analysis of violence in interactive videogame research suggests exposure increases aggressive behavior, aggressive thoughts, angry feeling, and physiological arousal and decreases helpful behavior”. Children that have played these games for long periods of time have come to accept the behaviors that they are being influenced by and opposing against their own morals (Vanhorn, 1999). It might be said that children are taking out their anger on these games but my question is Are the games what give the children the hostile ideas and ways of thinking? PracticeVIEW DOCUMENT
534 words - 2 pagesThis project shows if videogameviolence affects children.Many children between the ages of eight years old and tenyears old will be observed before, during, and after playingviolent video games. Looking for violent behavior before,during, and after playing violent video games is the wholeexperiment. The conclusion is that most children have noproblems after playing the violent videogames.I think that most of the children will beunaffected by playing violent games. Mostchildren have the ability to tell thedifference between reality and a game, sothey should act normally. But the othersmay have theirVIEW DOCUMENT
2455 words - 10 pages shrieks, "And I demand that you shoot me now!"Elmer takes aim and fires sending Daffy's beak whirling around his head like a roulette wheel. What does this say to children watching this? Don't you think this might make children more aggressive to see someone shot at point blank only to be unharmed and fit as a fiddle? I do and I plan to prove that videogame AND television violence cause children to become more aggressive.Firstly, psychologist Brandon S. Centerwall states, "Children have an instinctive desire to imitate behavior. Unfortunately, however, children are not born with an instinct for evaluating the appropriateness of certain actions" (1-58). This means that childrenVIEW DOCUMENT
1573 words - 6 pages before a minor can purchase a violent or sexually explicit game. The ESRB rating system is an excellent example of industry self-regulation and shows that the videogame industry is moving in the right direction. It provides parents with the necessary tools to determine which games are appropriate for their children.The ESRB rating system is a good step to help parents raise their children. However, many politicians are promoting legislation that will ban violence from videogames altogether. Movies have a rating system, which has proved quite effective in protecting minors from violent content. This is a perfect example of why a rating system is the only action needed to properlyVIEW DOCUMENT
525 words - 2 pagesIn America teenagers committed thousands of homicides last year and many believe these are due to videogameviolence. This paper clearly explains why video games do not cause any type of actual violence. My argument is based on three main points. All video games produced in America today are required to have a rating system. No proof exists that there is any relation to video games and violenceVIEW DOCUMENT
1058 words - 4 pages
Grand Theft Auto are videogame series that are popular among teenager, this let many people wonder: ‘Is it bad for kid to play violent video games like Grand Theft Auto?’. In the early modern day of 2008, 97% of teenagers played videogame (ProCon.org). This earns $11.7 billion for videogame industry. 10 out of 20 top best selling videogame contain violence (ProCon.org).Thus it is common that violent videogame have been blamed toward school shooting and bullying. However, majority of research on videogame contribution to violence is deeply flawed and has no proof. Therefore, it is safe for kids to enjoy games such as Grand Theft Auto and other violencevideo games. As a result it isVIEW DOCUMENT
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“Budda...Budda...Budda!” Bryce and Louis are finishing a game of Grand Theft Auto V. Have you realized how realistic video games have gotten? Or, how it can affect people? Theres ways to prevent violence from video games. Also, research has been done by high talked about researchers. If only parents looked at the video games content rating. Violent video games have desensitized boys and men to violence. Most violence created by 14-16 year olds came from video games.
Violence is rough or injurious force(Kerstetter). Shootings and murders and real life violence and there all caused by something. Whether its revenge or if the person can't desensitize real life from a movie/videogameVIEW DOCUMENT
889 words - 4 pagesVideo games are a big part of today's society. Over 97% of teens play video games. Not all adults approve of video games. People have said that it promotes violence in teenagers and children. After many scientific studies; video games might not be as bad as many people think they are.Children in the 21st century want much more visual stimulation than last generations children. The answer to this for some is video games. There are many genres of video games, but they all are made by three main companies. Microsoft, Nintendo, and Sony are the main suppliers of video games in America. The demandVIEW DOCUMENT
1296 words - 5 pagesvideo games can encourage kids to think violence is needed for everything they do or their personality may become more aggressive and violent. Violence can be life threatening and damaging to the child’s health and is the theme of a handful of video games. You can buy game controllers that resemble real guns, this is just making the problem worse by making the game seem more real because you are actually holding the “weapon” in your hands. Studies show “playing violent video games did in fact raise violent behavior, feelings, and thoughts. Violence in video games is also more harmful than violence in television because of the interaction found in these games” (American PsychologicalVIEW DOCUMENT
986 words - 4 pages In today’s world of video games, there are wonderful pictures, surround sound effects, and realistic graphics which encourage players to keep playing. It means when they play an action game or war game, it will have shooting shots, bloody splashes, decapitated scenes, or fighting movements. Unfortunately some people call these games causes negative effects in players. They say that violent video games cause players to become killers or terrorists. A research study on videogameviolence concluded, “There is no evidence to show proof of the relationship between computer gameviolence and violence in children above the age of 8.” (Stuart, 2014) Moreover, millions of people play violent videoVIEW DOCUMENT
1863 words - 7 pages media violence influencing a child to act violent and have aggressive behavior.
Videogameviolence has become a highly politicized issue for the public due to the rising concerns that there is a high risk in aggression in violent video games. There have been several debates of videogame promoting negative effects to the youth. The overall negative and positive influences in violent video games suggest to aggressions and visuospatial cognition (visual perception) in order to understand the development of an adolescent. However, many debates promote positive developments on youth such as visuospatial cognition (visual perception). In a Meta-analysis 1 (The Bad), video games haveVIEW DOCUMENT
1165 words - 5 pages mentality is going to change. Bullying can be partially attributed to the popularity of violent video games. However it all depends on the type of person you are, how you grew up, and especially your maturity level.
Proponents also argue that violent video games teach youth that violence is an acceptable conflict-solving strategy and an appropriate way to achieve goals. A 2009 study found that youth who play violent video games have a lower belief in the use of nonviolent strategies and are less forgiving than players of nonviolent video games. Violent video games surrogate a different way of thinking into violent videogame players mind causing them to contrast ideas and decisionsVIEW DOCUMENT
813 words - 3 pages acts of teenagers aggression are both shown through Verbal acts and physical acts. An example of physical aggression as result of violent video games is Devin Moore. Devin Moore Alabama (teen) on suspicion of car theft. When brought into the station he attacked a police officer. He stole his gun and fled the scene with a pair keys, and drove away from the police station, As shown in the article “Do violent video games lead to real violence?” by Julie Layton. Devin’s Moore's actions show a direct correlation with the violent game “Grand Theft Auto”, where players steal cars and attack cops. This game was reported by him and his own mother that he had large addiction to this specific gameVIEW DOCUMENT
2352 words - 9 pages People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-videogame lobbyists have been campaigning to have violence removed from video games, citing resourcesVIEW DOCUMENT
869 words - 3 pages. Therefore, video games are addictive, dangerous…’ These South Koreans do not have anyone to watch over them or restrict what they do so they continue to play without breaks or eating food until they die. On BBC News a Korean couple left their own baby to starve to death while raising an online baby, they fed their baby every 12 hours and went back to the online game. The couples have lost their responsibility and are too addicted to the game to even care about what is happening in the real world.
Violence caused by video games normally affect people who have a mental condition as they are more likely to attempt what is in the videogame. Most of the video games played contain violence butVIEW DOCUMENT
1578 words - 6 pages
A videogame is “an electronic game in which players control images on a television or computer screen” (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a videogame, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the videogame industry, video games can influence the player, and can make the gamer more aggressive, even if the game is not a violent videogame. Even though video games have grown in popularity over the past decade, some have not been too popular with parents, for the reason thatVIEW DOCUMENT
1558 words - 6 pages emotional responses to non-violent games, have shown that violent games increase aggressive emotions. Adolescents themselves often seem to recognize this. When asked to name the "bad things" about computer games, many students reported that they make people more moody and aggressive (Shin np).
Studies on children age four to six, found evidence that the violence from cartoons was not any different than that of video games. Video games have been used for entertainment and have in the majority depreciated the health of children. Games peek the interest of the children and provoke them to act out the violence they experience in the game (Dorman 4). AVIEW DOCUMENT
877 words - 4 pagesViolent Video Games Shouldn't Be BannedWritten by: Nick LilleymanHumanity has had many scapegoats for violent acts during all it's ages, as long as there is something a person doesn't like people will always find a source to blame. Video games have been under a lot of scrutiny over the last few years. Many people believe that they have harmful side effects, and that teenagers should not be allowed to play them. The effects of violence in the games are questionable; however, the effects of parenting are obvious. Likewise with all people, race, shape, or form, there are only aVIEW DOCUMENT
1228 words - 5 pagesgame displayed a higher level of aggression than children who played a nonviolent game (6). Similarly, in a study by Calvert and Tan, college students who played a violent videogame reported more aggressive thoughts after playing the game than college students who played a nonviolent game (6). Although several researchers advocate the position that video games cause violent behavior in children and adults, there are also many researchers who support the opposite belief, which is that video games purge one's desire to act violently and thus reduce the amount of violence in which a person will engage (5). Other detrimental effects of video games include taking time away from a child's studies orVIEW DOCUMENT
2195 words - 9 pagesHave you ever been to the movies and denied a ticket because you wee not old enough? Or, have you ever attempted to buy a game, and, of course, you got turned down, because, once again, you were not old enough? Although, you probably do know why you were denied or turned down, because of those great warning or rating systems on every form of media nowadays. Video games have been a part of American culture since the late 1970's and first emerged as a controversial social problem in late 1994 and has continued until the present. Violence in video games is one of important issues that most countries are facing right now. They number of children exposed to violent video games is increasingVIEW DOCUMENT
1530 words - 6 pagesViolent video games have little to no link to violence in teens or adults. People have always been looking for a reason that some people do horrible things. In light of all the recent school and other shootings, the latest target is video games. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports have been blaming video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-videogame lobbyists have been campaigning to have violence removedVIEW DOCUMENT
888 words - 4 pages
Violent Media Images and Video Games Results In Violent Behavior
Can violent media images and video games result in violent behavior? The answer is yes. For a few decades now hundreds of researchers have take time to research the relationship of media images and video games to violent behavior in children. In the next few paragraphs I will discuss why media images and video games result in violent behavior in children. This paper will also provide some important factors that adults should know about media images and videogameviolence.
It has been researched that media images and video games can be harmful and damaging to children’s minds. Most children watch 21-23 hours ofVIEW DOCUMENT
1861 words - 7 pages Throughout a number of recent studies, participants playing violent video games have consistently shown increases in their aggressive behavior, both during and after the gameplay. A study that linked violent video games to child aggression found that in every group they tested, “Children who were exposed to more videogameviolence did become more aggressive over time than their peers who had less exposure” (Harding 1). An increase in aggressive behavior after playing violent video games is quite common in most cases, although many gamers would argue that other factors, such as people’s emotions, cause this negative change in behavior. This reveals numerous questions surroundingVIEW DOCUMENT
1112 words - 4 pages that violent video games do not cause higher levels of aggression. Researchers have established that long-term exposure to a violent game did not have any impact on the aggressiveness of those who played it. The following quote is a note from a recent study on the impact of videogameviolence. “This 1 month longitudinal study of an MMRPG [Massive Multiplayer Role Playing Game] found that, contrary to some expectations, there were no strong effects associated with aggression caused by this violent game” (Williams and Skoric). The quote confirms that violent games do not trigger aggressive behavior. In the study, first-time players of an excessively violent game were given a questionnaireVIEW DOCUMENT
825 words - 3 pages killing spree, but there's no proof proving this statement, and also the game itself has not influenced anyone else, to commit a similar crime over the years.
Violent video games improve a large type of general skills. There are many of us who believe that these violent video games is inflicting violent behavior, however we need to think about the opposite factors that might contribute into society being violent. Additionally, the recognition of video games has been proved to cut back crime rates. If an individual is capable of committing a criminal offense, or acting violently, they were capable of it before they compete in a violent videogame. It mostly depends on the person who decides to engage in these varieties of games to be accountable and to grasp that these games are entirely for recreation functions solely. Violence isn't simply in video games, it's all over, and surrounded by us.
2263 words - 9 pages“Am I concerned about guys who play video games 10 hours a day? Yes, but I’m equally concerned about anyone who spends 10 hours a day doing one thing” (Wood, n.d.). Since 1950, scientists have been doing studies and research about the effects of violence in media. They didn’t start focusing on videogameviolence until the late 1980s(Carey,2013). This brings up the question that many people are asking in today’s culture. Is the growth of violence in video games going to have an affect on the younger generations? Through these studies they have gained much knowledge about the effects video games can have on the brain. The videogame industry is a prominent one and has been flourishing forVIEW DOCUMENT
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“It is clear that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action… There comes a time when the data are sufficient to justify action. That time has come” (Berkowitz, Leonard). Approximately forty-two years ago, Surgeon General published a warning against violence in the media. While violence in television is still a big problem today, a new and worse problem has arisen: videogameviolence. Unlike in television, people are able to interact through the video games as if they were the ones hurting and/or killing the victims. This is a huge concern for society because youth are being taught thatVIEW DOCUMENT
1177 words - 5 pages controversies over videogames but the biggest controversy is violence in video games. Many parents believe that video games will corrupt their children's minds. Thats not always true because many kids can play a game knowing the difference between reality and imagination. Children learn a lot from their parents so if parents tell the kids before they buy them a game that it is reality and that they should never do it. In recent studies by American Psychological Association (APA) and Brown University that violent video games like shooters can boost children's learning, health, and social skills (washingtonpost). Many parents tell their kids “playing video games will rot your brain.” This is not trueVIEW DOCUMENT
1840 words - 7 pagesFor years now, professionals of different fields have been debating about violent video games and its effect on the gamers. This paper aims to outline the claims and counterclaims in the debate around videogameviolence. This paper supports the contention that concerns about videogameviolence are not legitimate. This paper examines the two main opposing arguments concerned with videogameviolence. First, it addresses the issues surrounding the debate around videogameviolence. Second, it examines the literature concerned with this issue. Finally, it discusses some cases related to videogameviolence like the Columbine High School massacre. Before proceeding, it is appropriate toVIEW DOCUMENT
1284 words - 5 pages, repeated exposure to a certain idea will eventually induce permanent views or beliefs which often involve some degree of violence. Many cases of violence have been traced back to video games. The notorious Lee Boyd Malvo played the game Halo before he sniped down innocent people in Washington, D.C. Likewise, Columbine murderers, Eric Klebold and Dylan Harris loved video games. Researchers later discovered that they exposed themselves to hundreds of hours of violent gameplay. Furthermore, this repetition has caused a notion where one thinks that they can solve real-world problems with the way they do in video games. After being exposed for extended periods of time, they begin to associate violenceVIEW DOCUMENT
991 words - 4 pages violent video games over long periods of time during the ever-impressionable period of adolescence may cause negative effects in the long run. Playing Violent video games does not have a direct correlation between immediate violence among teens.
There are many factors that relate to teenage violence, social violence including bullying, physical fighting, criminal assaults and even homicide. The media often draws a link from the playing of violent video games to the suspects of school shootings in the United States (Grohol 1). “Other primary arguments against a cause-effect relationship between gameviolence and real-life violence focus on much wider trends than the occasional horrific schoolVIEW DOCUMENT
1700 words - 7 pagesThis game is so cool! I can do whatever I want. I can rob the bank, I can hit other people with a baseball bat, and I can kill people. Why do I kill? Because I'm the boss and because I can! This is just a game! These are some thoughts that come into my mind when I play Grand Theft Auto. Many kids in America play many violent games. In fact, forty-two percent of children play at least an hour per day ("Video Games Cause Aggressive… 2). Many people believe that violence in the media doesn't affect a child's behavior at all. Well, I am opposing that viewpoint. Getting rid of some violence in the media will greatly affect children behavior.
Many people don’t believe that viewing some violentVIEW DOCUMENT
1102 words - 4 pages them selves, rather than initiating action. (Cesarone) One study found that the covers of the forty-seven most popular Nintendo games depicted 115 male and nine female characters; among these characters, twenty of the males played a dominant role while none of the females did. (Provenzo, 1992) women found themselves in need of rescue, in thirteen out of the forty-seven game scenarios tested. Many children have difficulty agreeing to themes presented in video games, leading to confusion and misunderstanding of the content.
Secondly violence, another suggestive theme also contributes to societies major concerns about video games. “Advanced improvement in the presentation of the gamesVIEW DOCUMENT