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Violence In Video Games

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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

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