The Relationship Between Video Games and Aggression
As technology continues to forge ahead concerns about its effects on the populace are raised. Whether it be microwave ovens causing cancer or cell phones causing accidents, people are always interested in researching, and often condemning, these new products. Such is this case with videogames. Ever since PongÒ swept the nation, scholars have been researching videogames' effects on children. The most popular aspect of videogame research is whether or not games increase aggression. A video game is any console or PC based interactive game, aggression is any thoughts or behaviors related with the intention to cause harm. Contrary to popular belief, there is no reliable correlation between videogames and aggression.
Claims are the backbone to a study; they are both the starting point and the goal. Cooper and Mackie (1986) sought to discover if a highly violent game would affect 4th and 5th grade kids differently than a nonviolent game or a paper-and-pencil game. Tamborini et all (2000) predicted that aggressive thoughts and behaviors would be highest amongst those playing a violent virtual reality game followed by those playing a violent standard game, followed by those playing a nonviolent standard game. Derek (1995) was interested in what effect, if any, playing violent games would have on aggressiveness in different personality types. Ballard and Weist (1996) researched whether the level of violence in a game would affect peoples? responses on a hostility questionnaire. Sherry (2000) performed a meta-analysis on 25 video game/aggression studies; he wanted to see if there was any credence to the claims. All five studies are very similar in their intent. They mostly focus on whether the level of immersion (via different hardware, violent content, and/or graphics) affects the level of aggression.
To understand a study one must understand the definitions used within that study. All five studies use the same general definition of a videogame that the general public uses; an interactive game played on a television or monitor whereby onscreen objects can be manipulated through the use of a controller. Violent video games are those that involve death and destruction to things resembling reality and/or fantasy. Definitions of ?aggression,? however, differ. Cooper and Mackie (1986) used a ...
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...nding results, indicating that the positive findings in some of the studies could be anomalous. This lack of evidence would leave one to believe that the status quo is acceptable. Game content can be found through the rating system, but any other measures would be burdensome and unnecessary. So, until more convincing data comes along we can rest assured that any rage is the result of good old American anger, not blasting on-screen boogie men.
Works Cited
Ballard, M. E., & Wiest, J.R. (1996). Mortal Kombat: The Effects of Violent Videogame Play on Males? Hostility and Cardiovascular Responding. Journal of Applied Psychology, 26, 717-730.
Cooper, J., & Mackie, D. (1986). Video Games and Aggression in Children. Journal of Applied Social Psychology, 16, 726-744.
Derek, S. (1995). The Effect of Video Games on Feelings of Hostility. The Journal of Psychology, 129, 121-130.
Sherry, J. L. (2000). The Effects of Violent Video Games on Aggression: A Meta-Analysis. Human Communication Research*.
Tamborini, R., Eastin, M., Lachlan, K., Fediuk, T., Brady, R., Skalski, P. (2000). Virtual Violence. 86th Annual Convention of the National Communication Association.
Epilepsy is a neurological disorder characterized by recurrent and uncertain intrusions of normal brain function, called epileptic seizure (Fisher et al., 2005). The word epilepsy was derived from the Greek word “attack”. The primitive Greeks thought epilepsy was contagious, and hence people with epilepsy used to live alone (Dam, 2003). It is one of the oldest conditions known to humankind (WHO, 2001a) and still the most common neurological condition affecting individuals of all ages. At any given time, it is appraise that 50 million individuals worldwide have a detection of epilepsy (WHO, 2001b). Epilepsy is charaterised by the incident of at least two unprovoked events of recurrent disruption in neurological function. Epilepsy is not a single prognosis but is a symptom with many fundamental causes. (Nunes et al., 2012).
Scott, D. The Effect of Video Games on Feelings of Aggression. The Journal of Psychology. March 1995 v129 n2 p121-132.
...the connection with epilepsy and emotional distress behind is does not look like there is an answer in the near future. Most patients have a choice between being on medication and watched closely with intense therapy, or continuing with the risk of seizures. Neither one leads to a normal life, but then again there is nothing normal about epilepsy. New medications in the future may be the answer, or more advanced surgeries. Finding the exact cause of epilepsy in the brain before a seizure happens would be the most effective thing. Preventing a seizure from happening and having the resulting damage is the logical explanation. Only time will tell with advancements in research and finding an answer to stopping it. Though modern medicine has made leaps and bounds to prevent and lessen the extremes of seizures, there has been no medical miracle to stop them completely
Hayes, Elisabeth, and Lauren Silberman. "INCORPORATING VIDEO GAMES INTO PHYSICAL EDUCATION." Journal of Physical Education, Recreation & Dance 78.3 (2007): 18-24. ProQuest. Web. 6 Feb. 2014.
Epilepsy is a condition characterized by recurrent seizures which are unprovoked by any immediately identifiable cause (Hopkins & Shorvon, 1995). It is also known as a seizure disorder. A wide range of links and risk factors are associated with the condition, but most of the time the cause is unknown. Epilepsy is one of the most common neurological disorders, affecting approximately two and half million people in the US and about 50 million worldwide. Though seizures can occur at any age, epilepsy is most commonly seen in children and the elderly. Most respond well to treatment and can control their seizures, but for some it is a chronic illness. A clinical diagnosis is the first step to finding a potential cure for the disorder.
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.
According to the U.S. National Library of Medicine, epilepsy is defined as “a brain disorder in which a person has repeated seizures (convulsions) over time.” Abnormal electrical activity in the brain causes these seizures. Epilepsy can result in learning difficulties, choking (during seizures), injuries, and even brain damage. Most people diagnosed with epilepsy will continue to have it throughout their lives. There is no cure for epilepsy but the disease can be controlled using anticonvulsant drugs (Epilepsy).
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
Scott, Derek. “The Effect of Video Games on Feelings of Aggression.” The Journal of Psychology 129.2
Due to the way Bigger views whites, his motivation for killing Mary is that it serves him a higher purpose. The fact that Mary is white, is mainly what triggers Bigger to feel shame and fear. You’ve got to remember, Bigger views whites people as a great big natural white force. Considering that Bigger killed Mary and gets away with it, gives him gives him a sense of pride because he can act one way while still doing what he pleases. He believes that killing Mary accounts for all things that the white force has done to him and that is his key to motivation.
Brady, Robert. "Violent Virtual Video Games and Hostile Thoughts." Journal of Broadcasting & Electronic Media (2004). EBSCO. DePaul Library. 7 Mar. 2008.
Thesis Statement: Violence in video games does not affect levels of aggression in people as long as you follow the MSRB rating scale.
Kirby, Jason. "Brain Fitness and Video Game Benefits." Maclean's 21 May 2012: 25. Student Research Center. Web. 2 Mar. 2014.
“4 out of 5 households contain at least one device used to play video games.” This was said by Colin Campbell, a journalist and writer that published a novel about the gaming industry. We always hear from parents and others that video games are a waste of time, or they kill brain cells, but what about the benefits of playing video games? Why aren’t people talking about the benefits of playing video games? Video games have benefits in multiple areas. A couple areas for example would be education or work related benefits. With the amount of people that play video games whether it’s for a living or if it is just once in a while that you play there’s benefits to playing. I personally see benefits from playing and I’m going to use a little personal experience into this paper as a first hand account.
In today’s society, most video games are frowned upon. They are labeled as violent and are said to promote laziness among the large amount of people that play them. Video games affect people in many ways, but not all in bad ways. Most games contain several common properties: unpredictability, intense speed, high perceptual, cognitive and motor load, the selection between multiple action plans and an emphasis on peripheral processing. All of these properties lead to better memory, and motor skills., and problem solving. The focus of this paper is to collect research information to prove that video games have a positive affect on your brain.