This is a result of unhealthy addiction in game players... ... middle of paper ... ...eb). This problem is not only due to the exposure of media violence but it still has an effect on gamers. In contrast, experiencing violence amongst peers or simply just watching violent action films on television may very well have the same effect on behavior as violent content in video games does. The worlds of mainstream media and gaming are expanding daily. It is not a bad thing, people should just be more critical of what they are viewing and potentially instilling in themselves.
Meta-analysis have statistically proven that violent video games have a negative effect on the behavioral outcome of youth, but due to the combining of meta-analysis, results tend to be distorted and the findings communicate a more vigorous outcome. Television, computers and movies are another source of media violence available to adolescence. They can be just as harmful if not more damaging than video games, especially if the user already has a tendency to be violent and/or is raised in an atmosphere that is conducive to violence and other risk factors are present as well. Violence will continue to be a prominent part of our society. Nevertheless with newer and enhanced technology, we may eventually develop advanced research which may prove beyond reason the culprit of our tendencies for violence and the real motivations for violent behavior.
Any other media can become that outlet and be led to believe that it caused the violence. The fact that people actively select their media means that those people who do get affected by the violence in video games must have had some form of early aggression or something along those lines since they reached out for something violent and in turn became more violent themselves. The
Reisman is stating that younger adolescents are more influenced to perform violent activity after playing a violent video game than a mature adult. Media Violence can be defined in one or two ways, either its good for society or bad. Choosing violent material as a daily form of entertainment can lead to addiction, which can cause a person to alienate themselves, loss of occupation, fail out of school, or even commit ... ... middle of paper ... ...l or aggressive. Then again some people can sit and watch it and become very violent and abusive. There are some pros and cons to violence in the media and whether it affects the person or not something has to be done.
These problem solving theories are a result of violent games. In the article “Shooting in the Dark” by Benedict Carey he states that, “Games are more violent and realistic and bloodier”. He also states in the article paragraph three, line two that, “Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive”. Aggression can take a variety of forms and can be physical or be communicated verbally or non-verbally.
There are certain key elements in the media that help maintain the entertainment alive and add to the excitement to movies and other programs. However, pornographic material, extremely graphic violence, and shows that give ideas to people that would encourage them to engage in actions that are harmful to themselves or other people should be censored.
Similarly, repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral preparation for violent activity. Violence in society is not solely caused by violent media. But research shows that continuous exposure to violent media causes people to believe that violence can be an acceptable, positive way to solve problems.
Although, there are some strong theories and opinions to why these shooting occur; violent video games. In the articles "Frag Him" by Mike Jaccarino and "Shooting in The Dark" by Benedict Carey, these authors express their feelings on how violent video games correlate with these aggression that could eventually lead to horrific tragedies. Each author have similar and different thoughts regarding this serious matter. In Mike Jaccarino's article "Frag Him", he advocates that video games and aggression are most definitely linked. Violence in video games already heighten one's aggression after playing; but due to the technology we have today, the realism of it all is just making it worse.
This debate is increasingly important in today’s society because of the recent gun control debates in response to recent mass shootings -- is it the guns that spark violence, an outside force, or nothing at all? Due to the desensitization that occurs, the encouragement and rewards that video games give, and simulation that triggers real-life behavior, video games cause violence. Video games are at the root of some violent and aggressive behaviors because it causes desensitization to violence. When exposed to the sights, sounds, and smells of violence, humans tend to usually have negative reactions, reactions that serve as inhibitions to real-life violence and instigations of helping behaviors to victims of violence. Desensitization theory is defined as a reduction in an emotional and physiological response to real violence.
Video games have conjointly taken the eye of the general public, notably by the controversies concerning person shooter games (Anderson, Gentile & Buckley, 2007). Various studies have shown that violent content in video games desensitizes players, particularly youngsters, to the real-world violence. once players become desensitized, they have a tendency to extend their aggression and reduce their sympathy. alternative researchers have indicated that taking part in video games among youngsters doesn't cause vital aggressive behavior since the magnitude of the result within the meta-analysis could also be associate degree outcome of publication bias. Despite pressure from society, several video games contain a substantial quantity of violence.