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Video games influence on youth
Video games influence on youth
Video games influence on youth
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It is human nature to believe that you are less susceptible to being fooled than anyone else. Many people believe themselves to be practical, logical, and unbiased. Karen Sternheimer, the author of “Do Video Games Kill,” and world renowned positive psychologist Dan Gilbert, the author of “Immune to reality” challenge this idea. The human psychology has a keen ability to be fooled, whether it be the psychological immune a system or flawed research. Karen Sternheimer used “Do Video Games Kill,” to show the underlying nature of human psychology. “The video game explanation constructs the white, middle-class shooters as victims of the power of video games, rather than fully culpable criminals. White, middle-class killers retain their status …show more content…
This trickery is a defense mechanism and works as an immune system for the brain and is “perpetrated unconsciously.”134 There was a horse Clever Hans that could answer questions about anything by tapping. A psychology student named Oskar Pfungst “noticed that Clever Hans was much more likely to give the wrong answer when Osten was standing in back of the horse than in front of it, or when Osten himself did not know the answer to the question the horse had been asked.”133 As it turns out, Clever Hans was just very good at reading his master. His master was fooled and so was everyone else. As Gilbert put it, “When we expose ourselves to favorable facts, notice and remember favorable facts, and hold favorable facts to a low standard of proof, we are generally no more aware of our subterfuge than Osten was of his.”134 Humans tendency to “cherry pick” data could be rooted in human nature. The immune system doesn’t always work or trick humans. For example, Gilbert talked about an experiment where, “participants were applying for a good paying job of scooping ice cream and making funny names for it.” Half the participants were going to learn their fate solely by a judge and the other half a “jury where only one juror had to say yes for you to get the job.”135 “The two groups expected to feel equally unhappy if they didn’t get the job,” but that wasn’t the case. The members who were rejected by the jury were much unhappier. The human psych defense could come up with a rationale when one person rejected them. With this being said, twelve people rejected them and it’s much harder to come up with a psychological defense for this. One’s psych can only trick them to a certain degree. There was another interesting study Gilbert touched on. “Volunteers in one study were students who were invited to join an extracurricular club whose initiation ritual required
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.
One of the last types of ways investigators are coached to detect deception is in the behavioral attitudes of a person being interviewed such as being unconcerned or over anxious (Kassin, 2005). The success rate of looking for these cues are very successful in telling if an individual is being deceitful and has surpassed any laboratory tests conducted on the subject. The laboratory test however did reveal some interesting facts. The research showed that people who had training and experience did not score better than the control group who received no training. In fact all individuals scored at the chance level with the people who had training scored just above chance or at the chance level. To check if special training in the detection of deception was more accurate a study ...
The article “Do Video Games Kill” written by Karen Sternheimer addresses the widespread question; are video games the cause for “young killers”? (220) Sternheimer believes concern for the influence of video games may have on youth is spiraling out of control. She puts most of the blame for this out of control concern on the media. She also writes some about the politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While it may be that juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on
Today’s society thrives on violence. Young children made pretend guns and shot at siblings, teenagers enjoyed video games which praised the player for kills, and adults flocked to see the latest horror movie, few people asked what effect this has on people and society. Some psychologists have started researching this effect. A study by Dr. Ferguson;...
The shooting at Columbine High School in Littleton, Colorado killing thirteen students and teachers shocked the world. “They were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage – or at least fueled their urges” (Carey 1). The shooters of this incident learned their deadly skills from video games. Seventy percent of children ages eight to eighteen have access to violent video games at their home. “Boys who play Teen or Mature-rated games for a minimum of 40 minutes a day may witness over 180 incidents of aggression per day, or 5,400 incidents per month”(Smith, S.L., Lachlan, K.A., & Tamborini, R). Children that play violent video games at such a young age and experiencing such violent actions will start to increase in aggressive thoughts, feelings, and aggressive behavior.
Ferguson, C. J. (2010, Mar). Much ado About Nothing: The Misestimation and Overinterpretation of Vidlent Video Game Effects in Eastern and Western Nations: Comment on Anderson et al. Psychological Bulletin, 136(2), 174-178.
The first quote I choose was [R]espondents who said they had filed bankruptcy ... rated their overall financial knowledge more, not less, positively than other respondents did. The difference was slight, but it was beyond a statistical doubt: 23 percent of the recently bankrupted respondents gave themselves the highest possible self-rating; among the rest, only 13 percent did so. Why the self-confidence? Like Jimmy Kimmel’s victims, bankrupted respondents were particularly allergic to saying “I don’t know.” Once I read this I noticed that this sounded a lot like the Dunning Kruger Effect from Journal five. This stated that people think that they are smarter than they actually are giving them a type of false confidence. The 23 percent of them
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
video games often warp their sense of reality. The kids think that if they shoot a person in a game and nothing really happens then nothing will really happen if they shoot a person in real life. When video games first became popular, people may not have seen this as much of a problem because games were not very realistic. With the advancement of technology, however, video games are becoming more and more realistic. If video games become more realistic, children will forget what is real and what is simulated; a child seeing somebody violently murder another human being in a video game will have the same effects as seeing somebody murder another human being in real life. Witnessing these brutal acts of violence either will traumatize or desensitize them to violence. However, this is contradictory to the “Play is labile” theory (Schroeder 4), which will be discussed, in further detail.
Orne, M. T., & Holland, C. H. (1968). On the ecological validity of laboratory deceptions. International Journal of Psychiatry, 6: 282-293.
Video games have gotten a lot of negative attention in the media as a scapegoat for what is wrong with children. Are video games really as bad as they are made out to be? Alice Park, writer of “Little By Little, Violent Video Games Make Us More Aggressive” published on time.com, believes that video games are making people more aggressive. But within her article there are many flaws with her arguments; it makes a poor attempt to blame video games for events like the columbine shooting, racism, and hostile behavior. Park makes poor unsupported claims about the quantity and quality of games being played by children and the effects these games are having on them.
Due to the availability of news and media in today’s technologically advanced society, many people are aware of the violent acts that are committed every day all throughout the world. In addition, the technological advances of today’s society have continued to fuel one of the most successful industries of the present day: the video game industry. Many people have been eager to blame the video game industry for the violent acts that are committed throughout the world because the video game industry has continued to target an audience that seemingly craves an increasing amount of violence, and they criticize the video game industry for its complete lack of restrictions on the sale of violent video games to teenagers. However, although some experts believe that playing violent video games may perpetuate a violent disposition in a teenager, it has been demonstrated that
Attention Grabbing Title: Cognitive psychology tells us that the unaided human mind is vulnerable to many fallacies and illusions because of its reliance on its memory for vivid anecdotes rather than systematic statistics (Steven Pinker) (1).