In today's society, we have evolved our culture to accept a wide variety of
different ideas that are expressed throughout the world. Wars, along with many other
violent scenarios are being generated across the globe as a new marketing giant simply
referred today as video games. Since the late 70s, video games have always preoccupied
the time of a bored individual seeking entertainment, and to an extent this was the
intended purpose. Today, however, many dissenters of video games argue that they have
become more violent; this I admit is true. They also add that this incline in violence has
had a direct affect on the behavior of the person playing the game. I am completely
against this, for I have played many of these games with my friends and I have never had
a violent outburst. In fact, I find these games an interesting way to act out in a virtual
world. Those that "seem to be affected" may have another psychological disorder that
may be confuse the game and the real world.
Video games were first introduced around the 1970s with very simple mechanics
that would suggest in no way any violence. The first game system was Atari, which was
released in 1975 and featured the game pong (Rampur). By the late 1980s, a game called
Mortal Kombat came out, this game feature one of the first act of physical violence being
done to a human like figure in any video games. Later in 1992, Wolfenstein 3D came out
onto the market, this game was unique because of it being one of the first 1st person
shooter, which is when the player plays the game through the eyes of the character. This
game also featured blood that comes from the enemy character when the player shot them
(Craig et. al.). This game, a...
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Gentile, Douglas. "The effects of video games on children: what parents need to know."
Pediatrics for Parents (2004): n. pag. Web. 16 Nov 2010.
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Haines, Lester. "Violent video games do not cause aggression." University of Illinois at
Urbana-Champaign (2005): n. pag. Web. 28 Nov 2010.
Thompson, Steve. "Can Video Games Help Reduce Stress?" associatedcontent. Yahoo,
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Rampur, Stephen. "Evolution of Video Games." Buzzel n. pag. Web. 16 Nov 2010.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Literary historicism, in the context of this discussion, describes the interpretation of literary or historical texts with respect to the cultural and temporal conditions in which they were produced. This means that the text not only catalogues how individuals respond to their particular circumstances, but also chronicles the movements and inclinations of an age as expressed in the rhetorical devices of its literature. Evaluating the trial of Anne Hutchinson within such a theoretical framework means speculating on the genesis of her theological beliefs with recourse to prevailing theories of gender, class, and interpretation. Because texts are self-contained spheres of discourse, nuanced interpretations of them can be undertaken with greater assiduity than in the case of individuals whose private experiences remain largely concealed from the interpreter's knowledge. A historical analysis of Anne Hutchinson herself is hence, in the present discussion, secondary to the analysis of how she comes across in textual discourse as a palimpsest of seventeenth century gender controversy.
“Dis train boun fo Glory/ Dis train, Oh Hallelujah/…Ef yuh ride no need for fret er worry/ Dis train, Oh Hallelujah (…) When the song ended they burst out laughing, thinking of a train bound for Glory. ‘Gee, thas a good ol song!’ ‘Huuuuummmmmmmmmman…’ ‘Whut?’ ‘Geee whiiiiiiz…’ ‘Whut?’ ‘Somebody don let win! Das whut!’ Buck, Bobo and Lester jumped up. Big Boy stayed on the ground, feigning sleep. ‘Jeesus, tha sho stinks!’”
Firstly John Winthrop whom was the governor of Massachusetts Bay was accusing Anne hutchinson of “troubling the peace of commonwealth and the churches here”. Anne was holding meetings at her house; teaching women and sometimes even men about religion. To quote directly from the document John Winthrop said: “You have maintained a meeting and an assembly in your house that hath been considered by the general assembly as a thing not tolerable nor comely in the sight of god nor fitting for your sex.” with this quote alone you can see Winthrop’s distaste for Anne ;a women, teaching people about religion. you can make the connection that because John Winthrop is the governor of Massachusetts he has more than likely instilled in his people the idea of a strict patriarchal society. In the Quote Winthrop says ‘...considered by the general assembly as a thing not tolerable nor comely in the sight of god nor fitting for your sex”. A General assembly is basically a community, more...
Kate Chopin’s The Awakening should be seen as depicting the discontentment that comes from self-gratification rather than the glorification of delighting in one’s fantasies. Chopin describes the central idea of one who is seeking to please her personal needs and desires and, in the process, neglects to notice how her actions affect others. The protagonist, Edna, is not able to find peace or happiness in the accepted daily life that a woman of her era and social status should have. The fulfilling of her desires could essentially cause social ostracism for her, her husband, and her children, yet she is unable to find repose in living the typical social Victorian life. The final resolve of her “awakening” to her desires, her ultimate suicide, is not an honorable position that women should strive toward as a romantic ideal because her desires were hopeless in her situation. Through Edna’s striving for personal satisfaction, she loses the joys that daily life has to offer.
Up to this point, the majority of research based on video games was directed toward the two major concepts of gender and violence. The existence of violence in games is not up for debate; from Donkey Kong throwing barrels and Pac-Man eating ghosts during the birth of home gaming, to samurai Samanosuke slicing up demons in Playstation 2’s Onimusha series, violence has been prevalent in gaming. In fact, a study claims that, on average, 89% of video games include violent content (Children Now, 2001).The question is: how does the violence affect young players? There are two rival camps with opposing viewpoints on the matter of media violence. One, and arguably the more vocal of the two, states that violent content is likely to make the viewer/player act out in violent ways. The other claims that violence in games acts as a catharsis, thus preventing violence on the part of the user. Research on this aspect of video games, and in fact all media, has been conducted as long as the technology has been in existence (Dominick, J.R. (1984). Video games, television violence and aggression in teenagers.). As of yet, results have been inconclusive.
noticing an increase in the aggression of their children as well. This brought about the assumption that the violence in video games has a large impact on the way children behave.
Unlike popular belief, the first violent video game was not Mortal Kombat. The killing started with a game called Death Race 2000 released in 1976 by Exidy Software. It was based on a B movie by the same title and features the main theme of the movie in the game: to run people over. You control the car to run over people, and the people you have killed become a cross. Needless to say, the game was quick to draw attentions towards it. The criticism from Americans all over the nation eventually got the game pulled off the market. One would think that the game must have been pretty intense and gruesome if it attracted such a response. Nope…not a bit…in fact, this is how the game looks:
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 demonstate aggression and violent behavior. (Ferguson, 2014)
Brady, Robert. "Violent Virtual Video Games and Hostile Thoughts." Journal of Broadcasting & Electronic Media (2004). EBSCO. DePaul Library. 7 Mar. 2008.
On April 20, 1999, two adolescent boys walked into Columbine High School in Littleton, Colorado, and shot 12 of their classmates and a teacher. Then, they killed themselves. When authorities investigated, they found that the boys had played thousands of hours of a video game that had been set to occur in their high school. They used yearbook pictures to create the game's virtual victims. The event that took place at Columbine High School is only one of many tragedies that have taken place due to the influence of video games. Violent video games should not be played by children and teens because they gain early exposure to extreme violence, mature themes, and explicit language.
Almost all video games contain violence. Dr. Craig Anderson, a psychologist who studies violence, declares: The rating itself does not tell you whether it is a healthy or unhealthy game. Any game that involves killing or harming another character in order to advance is likely to be teaching inappropriate lessons to whoever is playing it Dr. Anderson then goes on to explain that just because a game is not rated mature or teen that does not necessarily mean that the game will not contain violence. In fact, a lot of video games have hidden violence, even cartoon games. For instance, SpongeBob Square pants games often have SpongeBob or some other main character attacking evil creatures that are bent of destroying the world. While the game may make it clear that it is a battle of good versus evil, that does not necessarily make it healthy for children to absorb.
...them fight. As legislators, poets create an order that should be sought after and fought for, whether it’s part of a collaborative effort to stop a war, or to begin one.
Jayson, Sharon. "Study the Player, Not the Video Game; Virtual Violence May Have More Effect on Certain Personalities." USA TODAY [Ohio, USA; Ontario, Canada] 15 Sept. 2011, Final ed.: 3D. LexisNexis Academic. Web. 18 Mar. 2014.
Do violent video games affect a persons behavior? Why are so many children hooked on violent video games? What do violent video games do to someones mind? Yes, the answer that everybody is looking for is staring us right in the face, yes violent video games makes a person more violent. Do you know video game developers spend millions of dollars developing violent video games and advertising these violent video games. All the money that goes into developing video games have something to do with making the games more addicting. Violent video games desensitizes violence in a childs mind. The answer is simple, violent video games makes a person violent. Exposing children to violent video games will train the child's mind for doing violent actions being done in the game. Mass homicides are linked to violent video games. Many studies show violent video games make a person behavior more aggressive.