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Violent Video Game Effects on Aggression
Internet bullying with the advancement of the Internet
Violent Video Game Effects on Aggression
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The study described in the article is a qualitative research since it seeks to explore a phenomenon whose outcomes are not known. The study investigates the problem of cyber-bullying victimization on children who are addicted to using the Internet (Tokunaga, 2010, p. 277). The findings of the study are important to teachers and parents whose children fall victim to cyber-bullying. The guardians can use the findings to detect and manage internet addiction and cyber bullying among children (Tokunaga, 2010, p. 282). The main limitation of the study is that it uses a very small sample size, which compromises the validity of the findings.
The article employs correlational research, as it seeks to identify the statistical relationship between two variables: video games and youth violence. The article begins with the proposition that video games have an impact on adolescent and youth violence (Ferguson, 2010, p. 377). In the article, the main dependent variable is youth violence, while the independent one is video games (Ferguson, 2010, p. 381).
The article will be important in my work, as it would enable me to understand children and adolescent psychology and behavior. The findings of the article indicate that violent video games make young people engage in violent behavior, as they often try to practice what they see in them (Ferguson, 2010, p. 387).
Although the study produced reliable results, it is not representative of the target population. The study drew all its participants from the Hispanic community, implying that its findings cannot be used to draw a representative conclusion that includes adolescents from other racial and ethnic groups.
The study is a casual comparative research since it seeks to identify the cause of a ...
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...search studies. The paper looks into four relevant studies by locating one article for each methodology.
Works Cited
Ferguson, C. J. (2010). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-391.
Mohebi, S., Sharifirad, G., Feizi, A., Botlani, S., Hozori, M., & Azadbakht, L. (2013). Can health promotion model constructs predict nutritional behavior among diabetic patients? Journal of Research in Medical Sciences, 1(1), 346-359.
Tankersley, M., Harjusola-Webb, S., & Landrum, T. J. (2008). Using single-subject research to establish the evidence base of special education. Intervention in School and Clinic, 44(1), 83-90.
Tokunaga, R. S. (2010). Following you home from school: A critical review and synthesis of research on cyber-bullying victimization. Computers in Human Behavior, 26(1), 277- 287.
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
In her article “How the Internet Has Changed Bullying”, Maria Konnikova explained how bullying has reached technology, and in the workplaces of many adults. The Internet has made it harder to escape from bullying, and easier for bullies to escape from confronting their victims. Furthermore, the author stresses that cyberbullying not only targets high schoolers, but it’s affecting the lives of college students as well (Konnikova 1). Cyberbullying takes place in the Internet world where is easier for a bully to gossip and humiliate multiple of victims in a faster pace. The studies have shown that cyberbullying is making a greater impact in the victims’ and the bullies’ lives more than the traditional bullying and many people are not aware of it; therefore the schools, witnesses, and employers should work together to fight against cyberbullying and provide help to the victims and bullies.
“Violent Video Games And Young People.” Harvard Mental Health Letter 27.4 (2010): 1-3. Academic Search Complete. Web. 9 Apr. 2014.
“The Columbine shooters played violent video games; that has to be a factor in their decision to brutally murder their classmates!” Society is quick to point fingers and approach unknown situations with a causal mentality that often results in a false accusation of an innocent bystander. With the advent of the video game era, psychologists have debated their effect on the minds of their youthful audience. Throughout the multitude of studies and the perpetual debate, society still lacks an absolute answer. With this knowledge, when it comes to video games and their impact on the minds of children, researchers must consult a wide variety of subjects with an open mind about the potential outcomes. I conducted my research by examining my personal experience, analyzing studies refuting both sides of the argument, trying to view the American fascination with violence through an outside perspective, and reviewing the thought processes that lead the members of the Entertainment Software Rating Board (ESRB) in order to gain a full perspective of the issue. What correlation exists, if any, between violent video games and the violent tendencies that children exhibit after exposure to said media? Throughout my research, I have discovered that a trend does exist, but it manifests after the child has encountered puberty because of the heightened levels of testosterone that accompany this phase of development, and the trend relies heavily on other factors in a violent disposition. The age factor generally fails to exist in the violent tendencies argument; this is intriguing in that the majority of violent videogames are targeted toward an older audience. In order to truly understand the violent tendencies of mankind, we must first analyze these ...
Ward, D. E., Jemal, D. A., Cokkinides, D. V., Singh, D. G., Cardinez, C., Ghafoor, A., et al. (2008, December 31). . Wiley Online Library. Retrieved April 29, 2014, from http://onlinelibrary.wiley.com/doi/10.3322/canjclin.54.2.78/full
The act of bullying has been present in children’s life throughout time. It has been seen in movies, books, and even real life situations. In recent years there has been in increase in the use of technology and the Internet. As a result a new type of bullying has been introduced to today’s generation of teenagers. This new type of bullying is known as cyberbullying. Cyberbullying has a negative impact on the lives of the teenagers that experience it.
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
The authors of this article have outlined the purpose, aims, and objectives of the study. It also provides the methods used which is quantitative approach to collect the data, the results, conclusion of the study. It is important that the author should present the essential components of the study in the abstract because the abstract may be the only section that is read by readers to decide if the study is useful or not or to continue reading (Coughlan, Cronin, and Ryan, 2007; Ingham-Broomfield, 2008 p.104; Stockhausen and Conrick, 2002; Nieswiadomy, 2008 p.380).
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstrate aggression and violent behavior.
Since Teen suicide is the second leading cause of teenage death in the United States, there is a need for legislation that promotes awareness and education about Cyber-Bullying. Due to the growth of technology in the American society, the younger generations of adolescents are adapting to the excessive use of computers, cell phones, and social-networking sites. According to a study done by Amanda Lenhart, 87% of adolescents who are between the ages of 12 and 17 are using the internet on a daily basis (Trolley, Shields, and Hanel, “Demystifying and Deescalating Cyber Bullying in the Schools”).With these numbers increasing across the nation, the numbers of adolescents being harassed through technology means is growing as well. The relationship between cyber bullying and teenage suicide has been named “cyber bullycide”. Studies show that 1/3 of teenagers who have used the internet have stated that they have received threatening or offensive messages either through text, e-mail, IM, and other technology related programs. In 2007 The Centers for Disease Control and Prevention officially labeled “electronic aggression” being cyber bullying as an “emerging public health problem” (Billitteri 387).
A review in 2004 did not show a clear relation between video game violence and real life violence. The study found that for every 1% increase in violent video game sales there was a .03% decrease in real life violence. (Fournis,
The children roaming in our present society have gotten more violent, their minds are slowly corrupting as the generations pass by, and all for what? This dramatic change in society is being brought by present day video games, which ultimately contribute to youth violence, for they alter behavior and can be seen in the daily, natural lives of the kids in today’s environment.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to
Internet usage in children and adolescents has been increasing in a steadily fashion in the past number of years and with the increase in internet usage, a new form of bullying has developed – Cyber bullying. Cyber bullying can be defined as “the electronic posting of mean-spirited messages about a person,” (Merriam-Webster, 2012). This form of bullying can come through various mediums including but not limited to text messages, emails, videos, and social networking sites. There is an overwhelming amount of information that defines cyber bullying, identifies the demographics of bullies and victims of cyber bullying, and identifies the outcomes of cyber bullying on victims. More focus needs to be placed on who the perpetrators of this form of violence are and how this form of violence is linked to traditional bullying. This will allow researchers and practitioners to move forward with research and implementation preventative methods and intervention once the problem has already occurred.
A great number of children and young adults are the main target of bullying via the internet. In most instances the youngsters cannot understand that they are being bullied as this shows that that the once safe internet environment is over time becoming a great sources of anxiety and confusion (Berson, Berson & Ferron, 2002). Cyber bullying tend to have negative effects of the one being bullied in that the victim attains a confused feeling and are hurt since they have been targeted and insulted for no justifiable reasons. With time the victims develop feelings of loneliness and fear and may opt to stay at home where they feel secure and may even avoid to schools or in other social gatherings. This is likely to affects