Exposure
Exposure is the state of being Were you ever exposed to something as a child? Did that something affect you in any way? Did it affect your behavior or your mindset? When a child is exposed to something it can have a great impact on their behavior. It can cause them to act in an odd deportment of conduct. It can also cause them to enter a state of hallucination where their imagination takes over. Consistent exposure to violent content and/ or play can be very harmful to normal adolescent development.
To begin, the usage of violent content in Ender’s game is used immensely. Not only is it used multitudinous but it is used continuously against others. It even causes some characters to enter a fictitious state of mind. For example,
1- As humans, we have certain morals that guides our lives. Our parents and society that surrounds us guides us to believe in rules and proper actions but in Ender's Game, these moral codes of our idea of humanity are challenged and questioned. Card's use of a utopian world in his science fiction novel sometimes do not obey the concepts that individuals today in the United States are raised to stay true to. This can be seen in the novel as Ender is a Third and is not as welcome in his family as Peter and Valentine by society and putting others down to feel better about themselves. In addition, Ender was placed within his family by the government in order to grow with a family, but when old enough, train and become a military genius for all of Earth's wars.
What if the world had no violence? In the scientific novel Enders Game by Orson Scott Card, Ender trains for a "game" to fight against invaders. In this narrative, the main components include exposition, rising action, climax, and resolution in which Ender's journey goes through a beginning, middle, and end.
Is there any hope for the human race, every day that goes by some is harmed from another being. Whether the violence was intended or not, life still goes by. In the everyday life for those in Ender's Game, they were pretty much born into the hands of the government to fight the buggers. Taken at a young age those of Ender's Game was given no personality and were molded by the games of violence and training.
Being ambitious is a good thing, but what happens when it is taken too far? Lady Macbeth is a key example of when ambition for greater things turns into a disregard of a character’s moral code. She is a complex women who starts out as ambitious and cunning and decays before our eyes eventually allowing her inner demons to become too great. I want our Lady Macbeth to be seen as multifaceted woman who the audience will feel sympathy for as she devolves but also to be reminded that her actions are inexcusable. Additionally, I want our audience to see her, as well as the play, as a cautionary tale of when blind ambition corrupts a person.
“Did ‘Grand Theft Auto’ cause one teenager to kill?” (Leung, 2005) “Monkey See, Monkey Shoot?” (Keim, 2013) The almost countless controversies and fingers pointed at companies such as Rockstar Games, Infinity Ward, and Midway Games blaming them for “Violent Video Games Turning Kids Into Killers” (Johnson, 2011). With all the articles and news outlets that have scolded violent video games and their creators, many have forgot the good. Video games do have the ability to teach and stimulate the brain by engaging users in high social activities, critical thinking skills, relieving stress, and individualized
The journal article entitled “Kill pixels not people: exploding the fake scientific consensus on violent video games” by Ronald Bailey covers the effects of violent video games. The article defends the idea that violent video games do have a negative effect of making the player more violent or aggressive in real world experiences. The main supporting ideas mentioned throughout the article include; crime rate statistics, experiments, and knowledge of video game violence (Bailey).
In the article, “It’s A Duel: How Do Violent Video Games Affect Kids?” by Shankar Vedantam it says, “ What we found is for people who were exposed to a lot of violent video games, their brains did not respond to the violent images. They were numb, if you will.” This illustrates that when the kids were shown the violent images their brains did not respond to the pictures, because they are used to the violence. Some of the kids played the violent games so much that their brains link violence to something harmless not problematic. Others may think that, the person was already
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.
Ever since the creation of the first video game, they have had a certain effect on the individuals who play them. As video games have become more advanced and elaborate, children’s interest is at an all time high. With the degree of violence that has been a part of video games since the early 1990’s, parents and activists have claimed that these games are affecting children negatively. This claim only seems to contradict other major factors that may have a part in the developing minds of youth. There are other mental, problems at home or school, as well as programs and movies shown by the media that could have an effect on children.
Behavior on Initiation of Gun Carrying: A Longitudinal Test of Three Models of Youth Gun Carrying, Richard Spano, Alex Pridemore, and John belland studies the link of youths of different ages in different areas of poverty. They concluded that youth that have witnessed violence and saw dead bodies are more likely to be influenced by violence. Youths who witness violence are influence to join gangs and performs violence. while the other youths learn to equip themselves with tools for protection for themselves and their families. Youth who lives in poverty does not always see a died body, saw violence, or carry weapons. Drugs, violence, and gun thrive in poverty atmosphere.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to
The other part to this argument is that violent video games show consequences of violent actions, which helps gamers to learn right from wrong in their own comfort setting. Some video games show the aftereffects that kids do not always realize. For example, in Grand Theft Auto--a particularly violent game--if the character do something bad, he is chased by the cops. Granted, it is fairly easy to outrun the cops, but if caught, there are consequences that follow the actions. Such games “allow youth to experiment with moral issues such as war, violence, and death without real world consequences” (ProCon). It is important for kids to be exposed to certain things like violence and its consequences semi-early on; this way, they are prepared for
The estimation of reverse osmosis water filters for home use has been exaggerated by producers and advertisers. Substantial offices ordinarily utilize reverse osmosis treatment amid the beginning or secondary stages, however it is far from being sufficiently perfect to pass government gauges for open drinking water.
Parents and other adults have begun to become more concerned about violent video games due to the increased reality in the games. However, society may not realize how children and teens are affected by these games. In modern times, children and young adults are affected by violent games in a negative way by causing changes in their behavior. The average American child watches 28 hours of television a week and by the age of eighteen will have seen 16,000 murders and 200,000 violent acts (Gallagher). People who defend violent games like to point out that playing the games does not mean all players will go out and commit acts of violence, and that millions of people who play do not demonstrate violent behavior(Hicks). Although that is true,
Most of us have certainly pondered on the thought if video games truly create violent citizens, I personally believe that video games do not what so ever. One must distinguish this topic accurately and consider learning to differentiate and not have a biased or radical opinion. There have been many attempts from a number of different people who have tried to give a bad name to video games due to the simulations and realness and say that video games will create a negative environment for anyone who plays them, especially in children. Enthusiasts of video games have spent decades asserting that there is no underlying link between playing violent titles and engaging in the violent real-world behavior. Brand-new data confirms their contentions.