According to The Entertainment Software Association (2016), a total of 23.5 billion dollars were spent in the games industry in 2015. In addition, 63% of U.S. households are home to at least one person who plays video games regularly. The industry keeps expanding and gaining popularity around the world. Action and shooting games are the most popular genre on the market (ESA, 2016). Many of these games includes violence, gore and sexuality. Even “E” rated games can provide gender discrimination, hypersexualization and violence without blood. Many youth wants to play video games because of its trend. With all the violence happening in the world like school shootings, homicides, domestic abuse. Many factors can affect these sad events such as different personality trait of the individual, different parenting style, multiple external factors, gender representation and masculine norms. A literature review was done to examine the determinants of violence and video games.
Literature Review
Violent behavior A new media. Television used to be the issue regarding violent behaviors. Nowadays, the table has turned. Video games are becoming the new era of technology. The American Academy of Pediatrics (AAP) illustrated that video games were particularly “harmful because they are interactive, and encourage role-playing, which serves as a virtual rehearsal for actual violence” (Harvard medical school, 2010). In fact, the APP and the American Academy of Child & Adolescent Psychiatry
“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
Video games have become a major occupation of majority of the youth these days. They spend hours on end concentrating on video games, some of which are apparently very violent, yet this is actually the whole idea. Coming from the horse's mouth is an argument in support of video games coined from a video programmer's point of view, stating that violent video games allow people to do what they can not do in reality- virtual reality. ( http://www.theroc.org/roc-mag/textarch/roc-15/roc15-08.htm ) For instance, someone said to be having a bad day could use a violent video game to release stress by shooting down a couple hundred bad men than actually taking an AK-47 and spilling down a few brains down the
Prolonged scenes of massive violence, graphic sexual content, and animated blood are examples of statements that the Entertainment Software Rating Board uses to depict the content in over fifty- five percent of the video games rated yearly. The debate of whether the aggressive nature of these video games influences youth violence in our country has been heatedly battled for decades. Since the mid 1980’s, it has been suggested that high profile cases of violence are due to an aggressor’s excessive video game use. However, much like a cold case the type of connection between video game use and youth violence remains without a definite answer. Most believe that video game use negatively influences child aggression acts in our country. Others firmly declare that video games provide a realm of opportunity for child development. Ultimately, it is impossible to say that video game use affects every child the same way. New studies suggest that video games do not affect every child that plays a game. Although violent video games are innocuous for the majority of adolescents between the ages of twelve and eighteen, the effects of these games are aggravated in those with pre- existing antisocial or depressive traits.
The purpose of this paper is to provide a critical review of a recent study examining the effects of violent video games on aggressive behavior in young children. Let me first provide a brief summary of the study. (a) The hypothesis is that violent video games cause aggression in young children. (b) The target population is young children. (c) The samples are young school age children and the sample sizes are sixty children separated into two groups with 30 children being in the experimental group and 30 children being in the control group. (d) The independent variable is violent video games and the dependent variable is aggression. (e) The result of the experiment were
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
This could be opening the doors to a plethora of other cases and assumptions that can lead to our youth potentially becoming killers. Research was conducted on the exposure of television violence and its effects on kids, organizations like the American Psychological Association, the American Medical Association and the Academy of Pediatrics have concluded that there is a cause and effect relationship amongst those exposed. However, such studies does not demonstrate that media violence causes aggressive behavior, only that the two phenomena exist together (207). This finding was used to make the assumption that it would likely be the case with video games.
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who
In this age of technology, it's very safe to say that a large majority of the world's population has played at least one video game. This can vary from playing games on console, like Xbox-One, Playstation 4, and for the older generation, the NES to playing mobile games like Tetris. There are many consoles that span from the creation of video games. This has opened opportunities to make several kind of games. These can vary from side-scrollers like Super Mario Bros. on the NES, to Role-playing games (RPG) like Final Fantasy IX on the Playstation 1. While this has caused some great games to surface, it has also allowed intense violence to be let into games. Parents and anti-gaming communities state that this is why kids can become violent. This is false, because violent games can be avoided to prevent this issue, and the Entertainment Software Rating Board (ESRB) has even made various precautions to make sure parents know what they're purchasing. Comprehensible symbols, detailed lists, and age restrictions prevents children from "becoming violent".
Findings supporting these claims also show that with an increase in violence comes other negative health risks such as an increased likelihood of substance abuse, sexual activity, and obesity(Denniston, Swahn, Feldman, and Romero). Media use, and subsequent exposure to violent content is extremely prevalent among 8 to 18 year old children who spend, on average, 7.4 hours a day using media or computers and 80% of teens have some type of gaming console(Denniston, Swahn, Feldman, and Romero) These claims and the amount of media children are exposed to were concerning enough that the American Academy of Pediatrics started making advisory statements about violent video games and media being health risks for children in 2001. (Hall, Day, and Hall) Since then the link between violent games and violent behavior in youths has been researched across many “population groups”(Denniston, Swahn, Feldman, and Romero). The second theory revolves around any positive effects that might be gained from playing these games (Hall, Day, and Hall). Stating that these may offer “safe” outlets for negative emotions and thusly allowing players to be more emotionally balanced. (Hall, Day, and Hall)
Gun violence in the past years throughout the United States had been increased rapid. Examples of this are Virginia Tech incident, the shooting of congresswomen from Arizona Gabby Gifford, The Sandy Hook Shooting, etc. Most of these violence incidents had one thing in common and that is each of the suspect had psychological issues there were facing and they didn’t have support the system most of us have. Another fact is that most of the suspects were nonsocial individual who spend of their time in their room. With nobody arrived for the suspect confide to most they tend to find something that they can express to in most of these cases they are entertainment media like video games. Now I know there are some who would disagree that video
Over the years, the popularity of computer and video games has grown. Specifically violent video games make up more than 50 % of the top selling games. These games include violent themes that involve guns, crime, blood, and gore. There is an ongoing belief that these types of games are to blame for the many acts of violence in society and have encouraged America’s youth to act out in aggression. Several organizations, such as the PTC (Parents Television Council) have moved to discourage the development of violent games while also pushing for stronger regulations when purchasing such games. There is also debate among parents and concerns on how games can negatively influence their children. So is there a direct link between video games and violence? The truth is video games do not encourage violence in society based on several factors which include scientific studies, statistics on crime, and prevention measures adopted by game publishers.
“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
Violence, killing, blood, and drugs are just a few of the things kids see on their games everyday. These things impact a child more than we realize. Many parents do not limit their child’s screen time, or monitor what they play. According to, Pamf.org, “Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games—and daily media use by children is increasing significantly.”. Media especially video games affects the behavior of people in society.
Video games are the common source of individual’s entertainment. Developers and creators have the option to incorporate the different styles and context within these games. The decisions and portrayal of each game are influenced throughout society. A common aspect creators incorporate in gamers is violence. The portrayal of violent factors among users has been a prominent issue in society. The violent effects on media consumers is influenced by video games though research findings of the types of controllers, the actions within scripts, interpretation of individuals traits and situations, the portrayal of Grand Theft Auto, as well as tying ethical standpoints.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.