A growing sense of concern about violence in communities across America has prompted many people to step back and evaluate the causes of this violence. Although there seem to be many contributing factors, one that is repeatedly highlighted is the depiction of violence in the media. A substantial amount of research has been done on certain forms of media, especially television and video games, while other forms have been almost completely neglected. In this paper, I will attempt to extend the implications of this research to theater, which has a long history of simulating violence. This is an important connection to investigate, as theaters still draw an impressive number of patrons and play an important role in the economy. In order for theater companies to make informed decisions about what plays to put on, and for parents to make wise decisions about what shows their children should attend, it is necessary to understand the complex relationship between simulated violence and mental health. It is reasonable to draw connections between television, movies, video games, and theater because they are all closely related in the material they present and in the methods with which they present it. For instance, all of these formats rely heavily on visual representations to convey their message. The actions of actors on a stage or on a screen are imperative to our understanding of a storyline. We do not simply listen to a performance of a play, we see it. Similarly, most video
Many theories are speculated of what drove people to create such massacres and harm to innocent victims. One of the most popular is that violent video games have an influence on these attacks. However, Matt Peckham, in “Researcher Says Linking Video Games to Gun Violence is a ‘Classic Illusory Correlation’” explains there isn’t much evidence to prove that theory and researches haven’t found a reasonable link between the two. Actually, on the contrary video games seem to benefit a person mind rather than harm them according to Mary Flanagan, in her article “Don’t Demonize Video Games for Violence.” Video games don’t influence a person’s mind because there is a psychological explanation to these occurrences therefore violent video games has no contribution to violence incidents across the nation.
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
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
"Get over here!" The angered and scratchy voice bellows from deep within the strong, mean-spirited ninja. The ninja throws forth a blade that is fastened to the end of a long, black rope. The sharp point of the spear pierces the skin and takes root deep within the stomach of a screaming, young woman. Blood splatters from the impact, and the ninja forcefully retrieves the blade by pulling on the rope to which it is attached. The shrieking, young woman is lurched forward, attached still to the steel blade and without the ability to defend herself. Currently, she stands paralyzed and helpless at the hands of her attacker.
Does playing a video game make you prone to commit real-life violence? This question has been an issue since the very early 90's when violent games like Doom and Wolfenstein were released, but only in the last half a decade or so (mainly since the incident at Columbine, Colorado, 1999 when it was revealed that the teenage shooters were avid video game players) has it really come to the majority's attention. The key issue that both sides can't agree on is whether people should be allowed to play violent games or not. I think both sides agree that extremely violent video games should not be played by young children, who have a harder time separating reality from fiction; also, the media does indeed only report one side of the
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
A video game is “an electronic game in which players control images on a television or computer screen” (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video games can influence the player, and can make the gamer more aggressive, even if the game is not a violent video game. Even though video games have grown in popularity over the past decade, some have not been too popular with parents, for the reason that they are too violent. Violent video games affect
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".
According to the article “Shooting in the Dark” author, Benedict Carey, states that studies today on violent video games show no concrete evidence on actually long term negative effects on gamers. Mr. Carey is not a researcher or scientist but is a veteran writer of neuroscience, neurology, and psychology. Throughout this article he gives factual evidence and quotes from scholarly sources such as doctors and researchers in the fields of behavior and psychology. The author gives ample explanation on evidence used from his sources to give the optimal understanding to the reader of the results and/or findings given by the sources. The article connects to the modern age of gamers with examples from big name video
Playing video games does not cause violent behavior. Don’t get me wrong, some video games show horrific acts of violence. “A recent survey found that 92 percent of U.S. kids--ages 2 to 17--play video games, and their parents bought 225 million of them last year to the tune of $6.4 billion.” (Sider 79).What’s here to argue is that violent video games do not cause violence among children, but the blame for violence should be on the individual and people who should have taught the individual better. If kids are not able to see the difference between reality and fantasy, then they really can’t be blamed for committing acts they see in a game and then imitating, not fully understanding the consequences of doing it in the real world.
The ignorance of people who argue against this shows their one-minded views on this topic. This leads to three obvious conclusions.
Diverse surveys have presented uniform clues suggesting that publicity of violence is a vital risk component pertaining to hostile attitudes. Aggressive video game controversies are consequential on irregular grounds, ranging from the depiction of hostility, sexism, as well as ethnicity, alongside constructive portrayal of offensive conducts among others. Video gaming has been undeniably, evaluated for its connections to addiction along with hostility however, traditional varying assessments notably attained conflicting results. On the contrary, contemporary analysis have reported that exposure to insensitive video games would impose particularly a gradual rise in hostility, which might accordingly integrate with the actual
“Life is a video game. No matter how good you get, you are always zapped in the end” (“Video Game Quotes” 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens’ behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder.
Since the beginning of organized society, entertainment has always been an aspect closely tied with human nature. From the times of ancient empires, such as the Romans and Greeks, humans have used entertainment as an outlet to escape the harsh reality of everyday life. Although in those times, entertainment was considered duels to the death with animals and other humans opposed to the censored reality shows and formulaic movies we have today. However, there isn’t much difference between the mortal combat that was exercised in ancient times, and the mortal combat that trickles down into today’s censored forms of television, music, and especially video games. Video games have progressed