Graphic artist Hajime Isayama’s best selling novel, Attack on Titan, illustrates the story of a walled community that protects its citizens from gigantic humanoids – Titans – that consume humans (Isayama, 2014). Hot headed 13-year-old Eren Jäger features as the main protagonist, who pledges his life to the military at the age of 11 to defeat the Titans. Eren’s noble dedication is fueled by the multiple traumas he experienced in his childhood. From enduring family risk factors such as becoming orphaned at age 8, to community risk factors such as lack of support for an overzealous pre-teen soldier, Eren exhibits increased vulnerability to developing multiple types of psychopathy. On the other hand, Eren eventually finds himself a tight knit group of friends and new parental figure, which together produce protective factors such as supportive relationships, as well as physical and psychological safety. An analysis of Eren’s intra- and inter- personal experiences suggests his likelihood to developing several types of psychopathy.
The multidimensional integrative approach to psychopathology indicates Eren’s vulnerability to developing psychological disorders exists in biological, psychological, emotional, and developmental categories (Barlow et al., 2017). The novel hints at Eren’s allegedly dead father, Dr. Grisha Jäger exhibiting elements of schizophrenia as he hallucinated about Titans from working as a doctor during Titan battles (Isayama, 2014). Subsequently, the diathesis
Sternheimer brings up an issue that had an unnerving newspaper headlines like “Bloodlust Video Games Put Kids in the Crosshairs” (215). She thinks that not enough thoughts have been given to other issues like “social rejection and depression”. Information on statistical evidence was brought to our attention. Sternheimer believed it to be “controversial”. Sternheimer feels that there are important facts that truly cause killers at a young age that are being over looked. The important facts could include personal traits, family, and background. Politicians claims for the rise of video games concerns. Sternheimer briefly wrote a law suits to the producers and none of the law suits won. Have you ever thought why there are young killers, which are brought in suburban areas/families who are thought of to be the most
Video games are prevalent among impressionable children and teenagers. There has been a great deal of controversy surrounding the violent themes used in video games. Teenage shootings in schools have led society to question the relationship between video violence and criminal activity. After considerable research, expert opinions, and research findings, the American Psychological Association found that there is no link between gaming and criminal behavior (Casey). With this, the pursuit of video violent games continues to grow in our society. With games that show execution style murders, blood oozing from gunshot wounds, and victims moaning from wounds, it certainly is gratifying for the indulgent player. The ongoing concern about aggression and violence has once again been proven to be non-existent (Alert). My thoughts are that this cartoon like violence is appeals to the need for violence in an artificially designed environment. In this manner, violence is contained within the boundaries of fantasy. This is unlike “The Crucible” which occurs in with real people, events, and situations. Thus, directing violence in the realm of societal dysfunction that has endured with
Published in 2008, The Forever War by Dexter Filkins compiles a series of vignettes that detail his encounters as a reporter in Iraq and in Afghanistan. Released a year after, director Kathryn Bigelow’s The Hurt Locker also examines a harrowing account of the conflicts in Iraq. Both works poignantly present the unbridled violence that plague the region, and the futility of a war embedded within a vicious cycle of retaliation. Nevertheless, the portrayal of vengeance as a major motivating force of the war, as well as the war’s isolating and demoralizing effect on its witnesses, are better achieved in The Forever War. Contrary to the sole perspective of an American Explosive Ordinance Disposal (EOD) team in The Hurt Locker, Filkins includes multiple angles to explore each of the elements portrayed, and ultimately offers a more profound, subtle, and enduring explication than the film.
In a world that is centered around technology and the media, it is no wonder that Harris and Kelbold fell into the violent virtual world of video games. Doom, the boys’ favorite video game, displays you as a space marine whose mission is the kill people on the planet. High levels of violent graphics and the Satanic imagery embedded violent thoughts in the boys’ minds (“Nineteen Minutes”). The video, Natural Born Killers, also put aggressive thoughts into the boys’ minds (Rosenburg).. These media images as well as hateful music, planted the seeds of the future massacre in both Harris and Kepold’s minds. In a world of criticism, Peter also turned to the virtual world to escape. His interest turns to HTML code as well as violent music. Grand Theft Auto, his favorite game, ranks points by killing innocent people. He ends up creating his own video game, Hide and Shriek, in which his avatar runs through the school slaughtering jocks, bullies, and other popular kids. (Helium)
Sissela Bok opens a controversial topic on violence as entertainment which explores the effect of the increasing of violence both in fiction and in real life. Not only do films, television shows, and video games evidence an escalating level of graphic violence, but daily news of war and other human brutality are as bad as well. As less time pass on doing physical activities and an increase in using electronic devices as increases, particularly by teens, there is growing concern about a possible link between violence viewing content and actual behavior. Bok draws a balanced image, naming some possible benefits from violence. One of the benefits could be the redirection of human physical and verbal aggression and the confrontation of fears in
The paper discusses how violent video games affect a person's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.
In a greater perspective, a 2016 study, shows that teenagers spend an average of 6.5 hours playing video games per week with 71% of all video games containing violence (Frank, paragraph 3). With young adults spending such a large amount of time per week partaking in violent video games, it's no wonder that these statistics would complement each other in the sense that repetitive exposure to violence desensitizes our youth and instills the ideal that violence is a mere normality in our world. With much of the world already being acquainted and desensitized to violence, many have no problem “paying our four or five bucks to seat themselves… in a theater showing a horror movie…daring the nightmare” (King, 1).
The Sirens of Titan by Kurt Vonnegut , Why It is Great & How It Affected My Ideas?
The film Mind of a Rampage Killer, which first aired in the aftermath of the Newtown massacre, highlights questions at the forefront of all of our minds: what compels a human-being to commit the most inhuman of crimes? As a society, we see the gruesome images of violence every day, but do we understand how children can grow up to become ruthless killers? Furthermore, how can we prevent another event, such as the Newtown massacre, from occurring again? In this documentary, produced and directed by Miles O’Brien, NOVA investigates the roots of violence, including neurological, environmental and psychological factors.
In today’s progressive and scientifically advanced world, new studies have occurred that explain how aggression in children can be easily understood. In Alison Gopnik’s article, “Aggression in Children Makes Sense- Sometimes,” she explained how recent scientific experiments have proven that children’s genes and environments, make an impact on their behavior. As human beings, it is hard to decipher the actual cause of aggression in fellow humans because we have not found any accurate evidence until now. Gopnik sufficiently conveys that recent scientific evidence has proven that aggression in children can make sense, by using the results of scientific studies to support her point, and by also using an essential metaphor to further explain a complicated subject.
The social learning theory of highly-reputable psychologist Albert Bandura has been applied to understand the correlation of aggression and video games. Bandura’s theory emphasizes the importance of observation of human behaviors, ideas, and personalities of one’s environment. Bandura claims that human beings are more likely to act aggressive after observing models that commit aggressive acts. However, the only way that humans will emulate the aggression seen in the model (e.g., video games) is if the act goes unpunished or rewarded—a component saturated by video games. In the case of violent-oriented games, the gamer is rewarded directly. Whether it is receiving an extra hundred points aiming from the head of a zombie or simply receiving a kill streak when you kill a certain amount of people, the promotion of rewarded, violent behavior are highly identifiable in violent games. Additionally, the aggression-enhancing effects might be too powerful for a teenager’s mind that is unable to recognize the difference of “video game life” and real life. Players who are consistently and directly punished for violent behavior learn that this violence is not acceptable and, therefore, reconstruct their behavior to gain rewards. However, beholders who play games that reward violence may consequently learn that violence has a positive consequence of extra points, more achievement medals, and higher status among peers. Teenagers transcend this belief of rewards and violence when they put down the controller and live their life. Developmentally, teenagers are less able to discern reality from fantasy and are more likely to be emotionally and cognitively affected by the violence they observe, which can result in the increased likelihood of committing a violent
Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer
There are indicators that links playing violent video games to increasing aggression in young people. Teenagers who are expose to violent games are more supposable to increase the likelihood of experiencing aggressive thoughts, in which turns into the likelihood of engaging in physical aggression against another person. Furthermore, violent video games produce an emotional desensitization to aggression and violence to the youth (Anderson). Based on the observation teenagers are exposed to when they are playing violent video games, they will reenact almost immediately in real life if the situational contact is sufficiently similar to the ones in the games. Therefore, consumption of violent video games produces negative behaviors that are controlled by negative
Good Morning, everyone, i'm going to start off with a poll of who all plays video games in this class. A lot of you/ maybe not too many in this class play video games and/but, as of 2015, 42% of Americans played video games at least 3 hours a week, which is roughly 135 million of the total population. This proves that video games play a large role in our society. Today I’m going to be speaking about the psychological effects that video games have on youth, but in order to do that, I need to inform you of the evolution of violent video games, the effects of violent video games, and the positive effects of video games.
“Recent contents analyses of video games show that many as 89% of games contain some violent contents” (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. “If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn’t have a real impact on others” (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are