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Effect of violent video games on children
Negative impact of violent video games
Violent video games effects on children
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The dramatic escalation of violence committed by and against people is shocking (Eron et al., 1994). Although according to Federal Bureau of Investigation, the murder rate in the year 2009 dropped almost 7.2 percent in comparison of the murder rate of 2008. Similarly crime rate of crimes like rape and assault had been decreased up to 4.2 percent each and crime rates of robbery and burglary fell by 1.7 percent and 4.2 percent respectively (Federal Bureau of Investigation, 2009) but still the violence among the youth has increased sharply.
There is no simple explanation for the presence of aggression, nor is there any obvious, easy way to reduce it. The fundamental basis of violence is absolutely clear: the human capacity for aggression.
Cognitive Neo-association analysis:
Major social psychologists believe that people are motivated by a desire for cognitive consistency- a state of mind in which one’s beliefs, attitudes, and behavior are all compatible with each other. Cognitive consistency theories seem to presuppose that people are generally logical but it is also true that a powerful motive to maintain cognitive consistency can give rise to irrational and sometimes maladaptive behavior. People don’t always feel they also think. What is the role of their thought in their criminal or violent behavior?
The cognitive- Neo-association analysis emphasizes how feelings and thoughts interact. Negative effect automatically stimulates various thoughts, memories, expressive motor reactions, and physiological responses associated with both of two basic tendencies: fight and flight. These associations give rise to rudimentary emotional expression of anger and fear. Situational cues can intensify or weaken such automatic associations.
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...effects of violent video games on aggressive behavior and any potential sex differences, a difference was found between the two sexes. Male and female undergraduate students were asked to play both a violent and a nonviolent video game. With each game, the students were allowed to select the severity of punishment for the player who lost (a computer). Both males and females set higher punishments while playing violent video games. However, males set much higher punishment levels than females while playing the violent video game. This could be because men are more aggressive than women in general and are also more sensitive to aggressive cues. Other characteristics that could affect increased aggression are the level of development and maturity, the experience with the video game or games, and the ability to understand fantasy vs. reality.
Anderson, E. (1998). The social ecology of youth violence. Crime and Justice, 24(Youth Violence), 65-104. Retrieved from http://www.jstor.org/stable/1147583
All this sounds like an abstract from some of today's action movies, but sadly enough, all these events are true and have plagued our nation for the past eighteen months. Not only have juvenile crime rates gone up in the past few years, but a heightened awareness of these crimes exists because of how violent natured these crimes have become. "Homicides committed by juveniles with firearms have tripled in number since 1983" (Jenson and Howard 324).
There are many crimes committed by teenagers every year. Crimes that are committed by teens each year are mainly assault, bullying, gang violence, and physical fights. According to National Youth Violence Prevention Resource Center, about 1 and 9 murders are from kids that are under 18 (Center, 2001). In 1998, there were approximately 2,570 among youth aged 10-19. Every day there are at least 7 children murdered in the United States (Center, 2001). Statistics say that between 16%-32% female teenagers have committed a crime before the age of 17. Also 30%-40% male teenagers have committed a violent crime before they turned 17 (Center, 2001). Teenagers that commit crimes are the ones who were abused or bullied as a...
Violence is defined as the intentional use of force to harm a human being. Its outcome is injury (whether physical or psychological, fatal or nonfatal). Violence among teenagers is on the rise, and has been since the early 1980's. In my opinion this is due to the increase of violence in the media, the astounding availability of firearms and the lack of proper guidance in the home. Northeastern University's College of Criminal Justice reports that from 1985 to 1993 murders committed by people over the age of 25 dropped an impressive 20%; meanwhile they increased 65% for people between the ages of 18-24 and an astounding 165% growth for teenagers 14 to 17. According to the National Center for Injury Prevention and Control, in 1996, 6548 young people 15-24 years old were victims of homicides. This amounts to an average of 18 youth homicides per day in the US. It also states that homicide is the second leading cause of death for persons 15-24 and is the leading cause of death for African-American and Hispanic youths in this age group. There are a few things that we as Americans can do to stunt this problem, and it starts with the home. By focusing on the home first, we as Americans can drastically reduce the amount of violent crime committed in the US.
Nothing does more to tear our families apart than violent crime, guns, gangs, drugs, and the fear that walks alongside those terrors. Violent crime and victim rights have become a major concern for most citizens in the United States of America. Statistics indicate a decline in violent crimes in our country and an increase in our national prison population. Released prisoners commit most violent crimes. Gun control legislation, reform programs, victim rights awareness, and other programs are abundant in our country, but do little to alleviate violent crime. In this paper I will try to present the liberal and conservative views on this issue as well as my own views.
Scott, D. The Effect of Video Games on Feelings of Aggression. The Journal of Psychology. March 1995 v129 n2 p121-132.
Few social issues get as much media attention as youth crime. Statistics Canada reported a 3% increase in crimes committed by 12- to 17-yearolds between 2005 and 2006. In the last 15 years, the rate of violent crimes among young people has increased by 30% (Youth crime, 2008). From gangland-style killings in Vancouver to the senseless beating of an elderly woman in Hali-fax, Canadian cities are struggling with a wave of youth crime that was unimaginable a couple of decades ago. According to Statistics Canada, most Canadians believe that youth crime is on the rise and 77% believe that the sentencing of young offenders is too lenient (Youth crime, 2005). Many experts attribute the spike in youth crime to the increased number of street gangs - often the perpetrators of youth crime (Catalano and Hawkins, 1996). Research indicates that youth seek comfort from those who welcome them and reinforce their sense of belonging. Unfortunate-ly, some youth have no choice but to turn to street gangs in order to satisfy their need for approv-al, belonging and self-worth (Clark, 1992). Street gangs are not just issues in big cities. Over the last few decades, there has been an increase in the presence of street gangs in non-metropolitan and rural communities. For example, in 1960, there were 54 cities in the United States with a gang population. In 1995, there were street gangs in approximately 800 cities and towns across the United States (Swetnam and Pope, 2001). There is no consensus among experts on how to reduce youth crime. Criminal involvement usually starts before the age of 15, with first-time of-fences declining markedly once young people reach 20 years of age. Young people who become involved in criminal activities before the age of 14...
“Study: Violent Video Game Play Makes More Aggressive Kids.” 2011. SIRS Researcher. Web. 23 Mar 2011.
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.
The purpose of this paper is to present a literature review on existing articles relating to the possibility of violent video games promoting aggressive behavior. The hypothesis set forth was that people who played non-violent video games displayed more Prosocial behavior versus those who played violent video games displayed more antisocial and aggressive behavior. A search was conducted on regular search engines on the internet, and on EBSCOhost using the title “can violent video games promote aggressive behavior.” The research articles presented are obtained from five case studies each focusing on different measures that were obtained, methods used, the participants involved, the designs of the study, and the results of the studies.
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.
From 1991-2000, statistically there was a dramatic decline in crime nationally. The statistics studied were of all categories of crimes considered serious, including: homicides which decreased by 39%; rape which decreased by 41%; robbery which decreased by 44%; aggravated assault which decreased by 24%; burglary which decreased by 41%; auto theft which decreased by 37%; and larceny which decreased by 23%. The statistics show a range of decline of 23-44%! (United States Department of Justice, Federal Bureau of Investigation 1990, 2000. Uniform Crime Report. Washington, D.C.) The evidence indicates that the benefit of declining crime rates are concentrated on specific groups with...
Children and adolescents that play violent video games undergo through aggressive behavior. The violent activity in the video games influence
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
The U.S. Department of Labor (2011) reported the national average of unemployment for 2008 was 5.8 percent. The rate dramatically increased in 2009 with an average of 9.3 percent and 9.6 percent for 2010. While unemployment rates have increased, the FBI’s preliminary reports for 2010 show that law enforcement agencies across the U.S. have reported a decrease of 6.2 percent in the number of violent crimes for the first 6 months of 2010 when compared to figures reported for the same time in 2009. The violent crime category includes rape, murder, robbery, and aggravated result. The number of property crimes also decreased 2.8 percent when compared to the same time last year. Property crimes include burglary, larceny-theft, and motor vehicle theft. Arson decreased 14.6 percent when compared to the same time periods of 2009 (FBI, 2011).