Still, where does that lead the question of what the effects of video game violence? Is it a therapeutic outlet that gamers use to vent daily frustrations or is it something detrimental that is warping the minds of our youth to commit violent crimes? This is an issue that can be taken from different perspectives. In Lance Ulanoff’s article in PC Magaz... ... middle of paper ... ...ever the purpose, video games will always be there. Works Cited Gershenfeld, Alan.
Video Game Violence Concerns about the effect of media violence on children extends back at least to the beginning of the mass media, with the issue raised with reference to films, radio, television, comic books, and so on. As technology brings new types of media to the fore, the issue shifts to depictions of violence in these new media. Both popular sources and scholarly address this issue, asking in effect how violent video games change children’s behavior and make them more violent, assuming that it is believed that this is the case. The first issue is clearly whether or not violent video games have a detrimental effect at all. This issue has long been argued with reference to television in particular, with some seeing violence in society as in part caused by violence on television, while others see a minimal effect if they see any at all.
Nevertheless, with the level of practicality, there are also negative affects to humanity. Since the manufacture of violent video games, there has been a constant quarrel whether or not violent video games increase fierceness in the player. Studies display concerns about the effect of violent video games on young individuals who play videogames disproportionately. Although some individuals believe that violent video games have no effect on them, they can lead to violent behavior. Violent video games can cause people to not live completely an ordinary life.
Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37(2), 127-141. doi:http://dx.doi.org/10.1007/s10964-007-9206-2 Granic, Isabela, Adam Lobel, and Rutger C. M. E. Engels. "The Benefits Of Playing Video Games." American Psychologist 69.1 (2014): 66-78.
Children may spend countless hours sitting in from of a television screen, participating in the electronic activities. While there are many different genres of video games, perhaps among the most popular are those that contain a high level of violence and hostility. Along with the violent content and commentary, these videogames create a hostile mindset. Video games have the ability to cause negative effects in the way young people think and act socially. In support of the belief that video games benefit people intellectually, there is a claim that game play provides cognitive, motivational, emotional, and social benefits (Granic, Lobel, Engels).
As the popularity of violent video games increase, more people become victims of behavior problems such as depression, aggressiveness, and addiction. Although video games were intentionally created for entertainment purposes, through studies and experiments it has been established that they are factors of behavior problems because of the active interaction people demonstrate while playing video games. Gaming supporters have made claims about the benefits of video games. It has been said that video games are used for therapeutic and educational purposes (Nakaya). It has been suggested that video games require discipline, problem solving and decision making skills (Sullenthrop).
In this paper, I will be looking at questions regarding video games and their violence-depicting nature. Do video games specifically influence behavioral development, like violence, in people? Why is the demographic of violent outbursts caused by video games predominantly focused on male, teenage Caucasians? Why are video games being portrayed in a more negative light when compared to other media mediums? These are all questions that I will be looking to answer in the paper.
It may get worse during multiplayer game when players have more freedom to do or say things at each other. Some people claim that this violence in the games is making the player aggressive. There were shooting and other brutal incidents linked with violent video games thus experts have done many studies to learn more about correlation of violent games and aggressive behavior. As a fan of video games, I decided to investigate further on this controversy to answer the question: Do violent games really make people aggressive? Or is it that aggressive people are attracted to violent games?
Violence in video games is a topic that has always been talked about. It is said that violent video games are one of the largest causes of many violent crimes. Because of its tremendous controversy of whether it’s true or not I decided to do my research on this topic. In Mass Communication: Living in a Media World, Ralph E. Hanson questions whether video games are even considered a “mass medium” (247) and then comes to a conclusion that it is. Like Hanson I also happen to believe that its part of mass media for various reasons.
The novel is intended to enthrall an audience consisted of video game enthusiasts around their late twenties and thirties. Lucky Wander Boy is sending a message to the audience, the message is experiencing living the real life through a video game; just like they may have experienced before. The book is fundamentally illustrating the thoughts and experiences this group of people might have gone through during the golden age of video game. The book does this by showing us the narrative of Adam Pennyman, the protagonist of the book coping with his struggles through a video game. Video games revive Adams actual life to some extent; without the game he would not find any point in his life because of all the struggles and negativity he has been through.