Austin Schuster
Composition & Critical Thinking
February 24, 2015
The True Behavior of Violent Video Game Players In October 1958, a Physicist named William Higinbotham successfully created the first interactive computer software purely for entertainment; a simple idea of two panels bouncing a dot between one another. This was later rebranded as the famous title Pong, the original that Higinbotham created was generated on an oscilloscope, which is a small computer designed to test electrical equipment. Today, video games are huge in terms of consumer acceptance, marketing, and digital file size. Video games are designed to be a fourth form of entertainment, joining books, movies, and television shows. However, the content has certainly always been changing within any given video game title; a larger, more recent genre known as first-person-shooters (FPS) or specific role-playing-games (RPGs), these types of video games are developed and rated by global software rating companies, worrying some consumers that most mature-themed video games will create violent behavior in a player. This speculation of violent video games affecting a person’s everyday behavior negatively is incorrect and ironically childish over a simple form of time consumption. There are many types of video games, such as classic platformers we all know like Super Mario Bros., Japanese side-scrolling shoot-em-ups (Opa-Opa), fantasy RPGs (Final Fantasy), recent addition of FPS like Destiny, and many more.
Previous research has found a link between exposure to violent videogames and aggression. The current study investigated whether the endorsement of traditional masculinity ideology moderates this relationship in college men. The sample, 168 men, filled out a demographic questionnaire, the Male Role Norms Inventory-Revised, an adaptation of the Exposure to Violent Videogames Measure, and the Aggression Questionnaire. Exposure to violent videogames was, as expected, correlated with aggression. Endorsement of traditional masculinity ideology was also correlated with aggression. The endorsement of traditional masculinity ideology was found to moderate the relationship between exposure to violent videogames and aggression. High endorsement increased
For many years, there have been arguments over violent video games and their harmful effects. The standards for violence in today’s society are different than when video games were first introduced. A person’s personality plays into how they are effected by violence. In an article written for the American Psychological Association, Patrick Markey determined, “certain combinations of personality traits can help predict which young people will be more adversely affected by violent video games.” He also stated “those who are negatively affected have pre-existing dispositions, which make them susceptible to such violent media.” (APA).
Video games; a pastime for many people across the world, a form of entertainment, and, of course, a way to destress yourself from the outside world. Video games have been around since October 18, 1958 and have been evolving rapidly through the years. “ More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play “Tennis for Two,” an electronic tennis game that is unquestionably a forerunner of the modern video game” (“The First Video Game” 1). Since then, you can play video games at a local arcade or buy a copy of a game you like at a store like Gamestop! There are several companies and millions of titles of games to play from and, definitely, a wide variety of platforms to play on. Video games have a plethora of genres and types of games to play. For example, one could embark on a new journey in a role-playing game like Fallout 3 to playing an american football game in the Madden series. The options do not just end right there! Since video games are advancing so if there content! Specifically, in their action and shooter genre. In a modern action/ shooting games, one can see the blood and even characters get their head blown off. Some video game titles have mass murder scenes and even sexual themes. “As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot” (“Video Game
Since the dawn of new age media, its effects on society have been a subject of widespread debate. The American Psychological association has come to the conclusion that watching Bugs Bunny or The Three Stooges leads to a public which craves aggression. A public which has been exposed to blood and gore by means of gaming consoles such as Sega genesis, Nintendo 64, Mircosoft’s Xbox gaming systems, and the oh so dreaded Play Station. There is no doubt that these fantastic creations have shaped the world around us in many ways. Counter cultures arising around the world seemingly overnight. In the beginning of the video game universe, in November of nineteen seventy-two, there was the ground breaking new system supporting “Pong” from Atari incorporated. Which ushered in a new age of computer engineering revolving around a world of gamers hungry for more.
The questions posed for Psychology this week is “Do violent video games increase aggressive thoughts and behaviors?” After reading chapter five in the “Psych” textbook, the obvious answer would be yes. There are countless studies that show that watching violence increase emotional arousals, aggressive behavior, and violent thoughts (Rathus 128). The studies also indicate that violent video games are also connected with aggressive behavior and an increase in aggressive thoughts (Rathus 128). Many video gamers would disagree with the numerous studies that have been done; however, if the studies prove aggression, then that is something you have to accept. The studies are not a one size
When considering the different common psychological perspectives that are available, it can become difficult to discern which one best accounts for a particular psychological belief. That being said, the author leans towards the opinion that the behavioral perspective is the psychological perspective which best accounts for the accepted connection between video games and aggressive behavior. This perspective is founded on behaviorism, but it also incorporates the social-cognitive theory. This perspective places observable behavior and the importance of learning as the key tenets. It is based off of the belief that an individual’s behavior is a product of the rewards and punishments that they have received as the results of their actions. However, it also recognizes the importance of cognitive factors, the value placed on different things and cause-and-effect reasoning, in shaping an individual’s behavior (Nevid 9).
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to commit crimes in their adult life, however, this is not limited to males only, as females were about four times more likely to experience this early in life (Finkelhor, 2012.)
It was Christmas Day and Savanna’s nine year old brother had just received a new game that he had been wanting for his X-Box, “Grand Theft Auto.” As soon as he opened it, he began to play. Three hours later he was STILL playing. Savanna was sitting on the couch reading a new book, when she started to notice some frustration coming from her brother. As he sprung up off the floor, he let out a yell of anger, went over to the living room wall, and punched it, leaving a hole in the wall. Savanna wondered if this violent reaction was because of the violence he had been seeing in the video game. A review of almost a decade of studies found that exposure to violent video games was a “risk factor,” for increased violence in youth.(Radowitz) From
As the video game industry is continuing to grow, over the last thirty years, more and more kids are spending their time on video games. Carnagey and Anderson (2004) describe how one of the most dominant themes in the video game industry is the theme of violence. The researchers, after detailing how the video game industries has thrived through the incorporation of violence into their contents, describes how current findings suggest that 89% of the video games contain some type of
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.
Violent video games have been accused of causing school shootings, violence towards women, and bullying, especially for the impressionable youth. Critics like Mitt Romney are arguing that games like Grand Theft Auto, Call of Duty and Far Cry desensitize players by teaching and rewarding violence. More than half of the 50 top-selling video games contain violence. However, many of the research studies cited by critics often fail to completely monitor control variables, ruling them to be an ineffective source. Factors like mental health, family history, and environmental change can cause a spike in violence, something that goes unaccounted for in short-term studies. These short-term experiments have people play a game for only 10 minutes to determine a rise in violence, which is not necessarily translated into how video games are played. Nonetheless, Cristopher J. Ferguson, a psychology professor at Stetson University found that there was “no long-term link between VVG and youth aggression or dating violence” (Ferguson). Instead, violent video games can actually be a form of releasing stress and anger, leading to less real-world violence. In the peer-reviewed journal "Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls", it was found that “61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because 'it helps me get my anger out" (Olson). Therefore, video games have value by providing an escape from reality that people can use, improving overall personal wellbeing. However, there are also arguments that gamers who tune out for hours on end develop depression due to lack of human interaction. However, this only occurs in the most severe cases and as Ferguson notes, “A very small number of kids, about 3%, exhibit signs of pathological gaming”. Relating back to video games being an outlet for the world, video games can also encourage socializing through online multi-player experiences. Making new friends and connecting with distant ones becomes easier, promoting healthy bonds. Therefore, there is no direct link or route to violence or depression that often guide the exclusion of video games having the ability to improve society. Instead, video
Violence in Video Games and How It Affects Us and Our Children Video games, a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. There are millions of video games in the world in all different type of platforms, sizes and genres, also, video games comes with a age group for a specific game. Unfortunately, some children don’t follow the age group in video games and play M-rated games like Grand Theft Auto. It is known that around 92% of children 12-17 play video games but, the top 50 best-selling games contain violence. Violence in video games can be portrayed in many ways but all still effective in every way from hand to hand combat, to guns and blood, to having heads ripped off, violence is rotting children’s mind all across the world. Recent studies have shown that when children play violent video games, it causes aggression, bullying and fighting. Violent video games had a link long term aggressive behavior. It is also known that children that play mature games have bullied or cyberbullied their peers and get into physical conflict. The violence in video games simulates guns and hand to hand combat can cause real life conflict. The teenage shooters at the 1999 Columbine High School played violent video games; multiple mass shootings have been carried out by violence in video games for example, Anders Breivik, who killed 77 people in Norway, has admitted to using the game Call of Duty Modern
Video games have always been a popular source of entertainment for people of all ages that are available on many electronic devices and offer various genres. Video games were first introduced in the 1970s with simple graphic that contains only black and white images together with minimal sounds. Later on, video games have developed and come at age which are violent video games, and researchers started to find out whether there were any connection between violent video games and real-life antisocial behavior. As a result, it turned out that playing violent video games can increase players’ aggression levels, and violent video games have also become the cause behind mass shootings or other crimes because many perpetrators play violent video
Video games have been around since the early 1970’s, starting with the arcade classic Pong. Early incarnations of video games had low quality graphics, and generally little effect aside from the enjoyment or frustration from playing the game. As time and technology have progressed so have the effects that video games have on their players. People have attributed lifestyles, addictions, and even violent acts to things they have seen or experienced while playing video games.