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Video games being addictive essay
Whether violent video games online cause student violent behavior
Video games being addictive essay
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Introduction:
With the trend towards greater realism and graphic content that began in the 90's, video games have found themselves the focal point du jour. But how much of an impact have these violent video games had? There has been conflicting evidence in recent years that suggests playing video games will increase aggressive behaviour in young adults and also cause physiological desensitisation to real life violence. This study is important in light of ongoing public debate as to whether or not violent video games fuel behavioural aggression and violence among youths, especially among those with pre-existing mental health problems. Social violence includes behaviour such as bullying, physical fighting and criminal assaults. Reference this above????
Research Objectives:
• To examine the opinions of the general public towards violent video games and it's correlation to real life violence.
• To find out if people think games are bad for mental health.
A research design is an overall blueprint guideline plan of action or framework for the rest of the research process REFERENCE ? http://libguides.usc.edu/content.php?pid=83009&sid=818072
Exploratory Research:
‘An exploratory design is conducted about a research problem when there are few or no earlier studies to refer to. The focus is on gaining insights and familiarity for later investigation or undertaken when problems are in a preliminary stage of investigation.’ http://lynn-library.libguides.com/researchmethodsd8 Exploratory research is conducted to better understand a situation. Its not designed to come up with conclusive answers but is designed to form a hypothesis about what's happening in the current situation.
Two types of exploratory research include ...
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...long term effects of video games on behaviour which would simply take too much time and we would not have the adequate finance to fund a long term experiment like that
Conclusion
To conclude, we will be using both exploratory and descriptive research methods to achieve our research objectives. For our exploratory research we feel we have a great resource in Graine Kirwan, who we will conduct our expert interview with, who’s speciality within the psychology field is violent behaviour. We also have an agreement to participate in our other in-depth interview with Audrey Stenson another lecturer in Iadt whose son plays video games. For our descriptive research we feel the questionnaire is the perfect method for gaining the opinions of the target population who use video games and should provide a lot of information that will help us reach our research objectives.
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.
In today’s society, highly addicting video games involving strong violence and language, explicit sexuality and crime often lead to inappropriate behaviors. Role playing games or RPGs allow us to step into a virtual world, cutting ourselves off from worldly distractions. Nowadays, the age range for people who play these extremely graphic games are anywhere from six to eighteen and are surprisingly hazardous to young children’s health. A study gave a group of players playing a violent video game the chance to blast a painful sound into their opponent's ear in order to get the upper advantage. They also gave another group playing non violent games, the same opportunity. The study showed that overall the gamers playing violent video games were more prone to inflict more pain on their enemies, unlike the other group who inflicted considerably less pain. Kelly McGonigal, Ph.D who did this study agrees, “violent video games desensitize players to violence, and makes them more violent in real life" (McGonigal). Young adults are exposed to these terrifying images, harming their mental health. In recent events, a young eight year old boy shot his grandmother after playing Grand Theft Auto. This game is the epitome of why young people should not be playing these games. It is comprised of murder, drug and alcohol abuse, criminal behavior, violence and general disrespect for women, and foul language. In summary, young people should not be playing these games in order to save their mental health. Furthermore, television contributes to desensitizing society with it’s ...
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 demonstrate aggression and violent behavior.
The early 1990s brought with it increases in technology and violent video games emerged with “person-on-person violence” which include games such as two graphic fighting games, Mortal Kombat and Street Fighter and a first-person-shooter zombie infestation game called Doom. By this time, youth violence had dramatically increased and peaked to one of the highest levels on record and various groups of school shootings shocked the United States. The more drastic response to this was the belief that video games were training young children to become murderers by simply playing these violent video games (Ferguson). In view of consumers’ violent nature, the vast majority of research concerning video games has focused on “the way game play impacts anti-social behavior” (Tear). The video game industry was aware of this issue and had to improvise quickly on a solution or there would have been a noticeable decrease in sales. Parents were and still are ...
Have you ever wondered if violent video games can cause aggression in children? Thousands of children all over the world engage in violent video games for a large amount of time during their day. According to ProCon.org 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. I will be using naturalistic and case study research methods to determine if violent video games cause aggression in children.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
4. “The Link Between Video Games and Violence” by Rahul Massey. Published by Schorlarly Research Paper 2009. Published by Find Knowledge NY V127900. http://www.grin.com
Video games have become one of the most widespread products of entertainment in the world; they have shown a broad variety of art styles. Some of them are cartoonish, while other ones are very realistic to the point of simulate possible real life situations. Moreover, videogames offer an interactive way of entertainment where players take the role of the main character. Nevertheless, video games have shown that they can offer entertainment for more mature audiences displaying violence and gore to the public. Some studies have suggested that there is a relation between violent videogames and behavioral disorders. However, there is not an actual study that have linked this relation. There are several reasons why video games don’t cause violence.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and fourth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics. With the improvements in graphics the content of the game became more and more detailed and realistic. Visually violent actions can now be displayed on the screen. Images of blood, flying body parts, and gore have been integrated into every aspect of today's video games. Violence has always been a common factor in many games, but with the improvements in graphics and capabilities of gaming consoles, a growing number of people are becoming concerned about the effects on our children and society.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to
My hypothesis for this study is that video games are not solely responsible for detrimental behaviors such as violence. Also, in regards to the other research questions, video games are only portrayed in a negative light because of their accessibility. It’s an interesting thing to note that video games portrayal as a negative influence to children didn’t really lift off until certain events triggered this point of view, mainly during a series of “rampage shootings at sch...
Research is systematic way to find out facts and knowledge as Kothari (2006) has analyzed that research is the pursuit of truth with the help of study, observation, comparison and experiment; the search for knowledge through objective and systematic method of finding solutions to a problem. However there are two types of researches one is by Purpose and other is by method. The type by purpose falls into three categorize such as Basic, Applied and Action Research.
With fast growing technology has made video games better. It has created a getaway place where one can role play and forget about the reality. But as video games become more popular it also becomes more and more violent. Playing hours of violent video games so impact the mind and behavior of young teens and children. Violent video games can cause aggressive behavior in children and teens. Children and young teens play hour of violent video games learn to be more violent and more demanding. They also seem too distant themselves form others and to be in their own world. This can cause interference with reality, being confused between the virtual world and
Most people think that video games are harmful and waste of time. As a result, the main question of the research is how video games can influence on children and many minor questions come to mind about video games: Do video games influence a child’s psychological development and make them more aggressive and violent? Do video games affect a child’s grades? What are the influences of video games on children? Many people don’t have much information about video games and how video games may effect on people’s behavior, health and mind.
The Importance and Appropriateness of Utilizing Different Methodologies for Research. Introduction The process of research entails the logical as well as systematic search for useful data and information with regard to a specific topic (Jha, 2008). It is also comprised of the investigation of the best, most cost effective and appropriate solutions to both social and scientific issues, following an objective and logical analysis. Jha (2008) defines research as the search for knowledge and the discovery of the truth.