Too often the theory emotions focus on the real world, and not on how emotions are elicited through personal forms of entertainment. This is idea is how our emotions can be elicited through the means of fictional/make belief video games. Moreover, how video games cause emotions in the player, though they are perceived as perceptual illusion. Nonetheless, this form of entertainment causes certain emotion, however Gabriele Taylor would argue those emotional responses/feelings are wrong. This is because the player is often entertained through the means of causing violence. Therefore, this essay will first focus on how these emotions are rational (insofar that they are not recalcitrant), and argue that our emotional responses caused from video …show more content…
Though the monster cannot physically harm the player, the fear it generates is how the monster may harm the agent in a different way. A common example in video games is the player’s character is often met with a gruesome end if they lose. In effect, the video game will visually punish the player with a morbid cut scene if they lose, which reinforces their desire to win. To further this problem, often horror video games will not explicitly display a monstrous figure to the player. Rather, many horrors based games use the essence of suspense, where the dangerous object (or many of them) could come from anywhere. Often there are additional elements used to emphasize the moments of terror (such as music, the lighting, or certain sound effects). In effect, the environment contributes in the generating feelings of fear. A popular example of these genres of video games is Dead Space, Resident Evil, or Silent-Hill. All three games will make the player know that the monster (and many of them) could come from anywhere in the environment. In effect, because the player forms beliefs that the environment adds to their danger, this ensures the persistence of fear in the player. Aside from the idea of fear, this concept can be held for any other video game where the agent participates in these make-belief/fictional games to fulfill a certain emotional desire. In effect, these desires are met with certain challenging objectives
The boy shows the perspective that it is possible that children his age can play these types of games. The visual appeal effectively used is pathos, and logos to grab the audience’s attention. The first appeal is shown by using emotion or pathos because this particular image can cause parents to question about their children’s interaction with violent video games. The image can cause parents to worry and be concerned about their child’s well-being and game habits. Also, the boy in the image displays that he is excited and anxious while playing this particular game. The image demonstrates logos or reason from the statistics part of this image with stated facts from CNBC of the most popular games played in
Asma states, "Monsters can stand as symbols of human vulnerability and crisis, and as such they play imaginative foils for thinking about our own responses to menace.” This means that human weaknesses and fears are represented through monstrous figures, and these fictional situations provide perspective into how we react in fearful environments. In our current society we fear many things, including but not limited to failed or corrupt governmental systems, the afterlife, the unknown, and captivity, which makes this claim valid. Although we may not realize it, these fears are embodied by the horror monsters we see in popular culture. Society shares common fears, and often times the most prevailing fear is reflected in the most popular characters at any given time. Monsters are the fictional representations of society’s dark subconscious, exploring not only why the author’s statement is accurate but what we actually fear.
In the discussion portion of the article the authors discuss the lowered reaction to the violent images in the video following the 20 minutes of violent video game stimulation. They also discuss the fact that results were quite dramatic across the different individuals and attitudes toward violence. They also give insight into their results and the implication of the GAM concerning the prevalence of lowered arousal levels to violence acts following the violent stimuli via video games. Using the GAM they discuss implications such as people’s lowered likeliness to respond a victim in a violent situation if they are not in an aroused state in the midst of the violent act.
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
One way authors plant fear in your brain is by transforming something we already know and love into something frightening. One example of this is in the short story “Windigo” by Louise Erdrich. Over the course of the story, the windigo takes an innocent little kid and turns them into a monster. The author introduces an inculpable child, even calling them “little one”. She then takes the kid and transforms them into a monster, a windigo. Following that, she even goes so far as to bring the child home. Home. As a monster. To haunt her own village. It says, “...I carried you home,” and that is when the fear she planted at the beginning really starts to take root. This transformation is a great illustration of an author transforming something you know and love, in
The Writer of “When life imitates Video”, John Leo has tried to persuade his readers the reason why violent video games have negative impact on children's character. The first main goal of his article is to show the relationship between playing murderous games and violent actions. His second main goal is to make emotional appeal to parents the need to monitor their child from exposure of graphic violent medias. Most of his argument comes from his personal believe otherwise not supported by any evidence except making emotional(pathos) and logical(logos) appeal by trying to associate violence occurred in the Colorado with violent video games. To further strengthen his argument, he cited the Los-Angles Times which describe the characters children display while watching morbid video games and he tried to link the aggressive behavior modeled in the game and violent character. He assume the whole society as his audience. As he stated it, “we are now a society in which the form of play for millions of youngsters is making a large number of people die”.He succeeded in writing and informative and an emotionally appealing article with a potential of convincing his audience against violent video games.
Video games are progressively becoming a crucial medium today, despite the light connotation of its initial categorization. Today they are a business that produces billions of dollars and employs engineers and artists alike in an art form connecting interactive games, to virtual societies where millions of people dwell. However, like all human products, our same emotion, flaws and injustice show in the games, with the impression of hatred, racism and stereotypes that are our everyday background. What are the creators of these video games real intentions in the desire they produce in the human?
Playing video games will affect your decisions in one way or another. Will your perceptions change due to the type of game you are playing? There are two answers to this question, yes and no. Researching the effect of video games on the brain provides detail results that show my thoughts.
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.
Over the past few centuries,video games have become a great leisure and hobby among kids of all ages and cultures. With the advancement of technology, video games have advanced highly in its realism and genres. This high type of advancement brought the video game industry to a multi-billion dollar industry. However, with realism, comes negative effects as well. Ever since the creation of violent or “mature” video games, there has been a constant debate on whether it will increase violence in the player. Although, not all video games are violent, and just increase skills in a player such as hand-eye coordination. Nevertheless, there is research going on for the link between violent video games and youth violence. The question is which event happens first in the sequence, do violent video games aggravate a person’s violent behavior, or does a person get rid of their anger through playing violent video games? Either way, violent video games are not beneficial to our society.
The writer Gerald Jones, in his narrative essay, article, “Violent Media is good for kids,” recounts his dormant childhood and how it was changed by playing video games. Jones’ purpose is to convey the idea that video games are a game changer in kids’ lives. At a very early age, he was timid, he was not associating and was not recognized by other kids. The writer adopts a sentimental approach to tap into the similar feelings once experienced by adult readers. Jones begins his article by throwing a flash back to his childhood days at age 13, a period which he described as sensitive, fearful, insouciant, nervous and apprehensive being part of the social spectrum of other kids. Jones writes “At age 13 I was alone and afraid”. He identifies to his readers the difficulties of a child lacking confidence to grow into adolescence, and how he found violent video games an essential tool in childhood development.
Games themselves are not the product of violence, but rather, the people influenced by the games and the interaction of the game. Just as guns do not kill, but the people and their cruel intentions, violent video games are a source that lead to effective mur-der homicides, suicides and tragedies. This is an evident problem. Yet, the problem lies in the heart of man. Until this is solved, every seemingly positive aspect in the world is merely the de-velopment of entropy awaiting
In horror stories there is just enough mystery to make you want to know more, and enough danger to make you glad this is fiction. Scary stories can allow people to conquer their own adversities. We all have our demons, things we’re afraid of but don’t want to admit. Some horror novels play on common fears like IT by: Stephen King which uses clowns as the source for fear, Chucky which features menacing dolls and Contagion which portrays rampant pestilence. By vicariously facing your fears in a novel, you’re able to tame them in real life. Sometimes even watching a character deal with the monster uplifts you to face your own fears. The concept of gruesome entertainment is all in human psychology. In order for us to be entertained, we have to feel the story being told. Scary stories bring us the adrenaline rush, the exploration of the unknown, and even the upliftment we all crave. Luckily the monsters in these stories are all fiction and cannot harm us in real life. Until they show up the next night, waiting for you in the
Dr. Rachel Kowert (2014) and her colleagues conducted an experimental study that focuses on the emotional sensitivity (or ES) and its relationship with video game engagement and game-related friendships. ES refers to one’s ability to notice emotional and nonverbal cues from people. What they found proved most of their earlier predictions: 1) People with higher ES reported a leading number of online friends, both offline and only online, than people with low ES 2) High ES players will have a larger number of friends in real time transferred to online environments than those with lower ES (Kowert 2014, p.2). Although this experiment had positive results and a basic understanding of one of the components that makes someone shy, there was still more that could’ve been done to help better further their research. First, this wasn’t proven throughout a global population but only in Germany, so the data they have only suit that country and no other populations. Secondly, as said before, emotional sensitivity is one component of shyness that was used to determine the study. But then this means that the other components of shyness were not taken to account and therefore, can drastically change the outcome of the study. Because of these factors, it’s difficult to speculate the findings and calculate how people with shyness gain friends through video game interactions. On the other hand, Kowert has provided data on the subject and thus giving a starting point to this topic.
Ever since the video game was invented many years ago, violent, bloody games have existed also. Some include killing zombies, shooting people, and fighting that ends in either someone dying or being hurt. The outcome remains the same, and a select few continue to live out these games throughout their daily life. These games can sometimes cause people to become angry. Although, some video games may have a negative effect on some people’s lives, other reasons such as their home life can be a factor in these people’s behavior.