preview

Video Game Violence

analytical Essay
1274 words
1274 words
bookmark

Video Game Violence Concerns about the effect of media violence on children extends back at least to the beginning of the mass media, with the issue raised with reference to films, radio, television, comic books, and so on. As technology brings new types of media to the fore, the issue shifts to depictions of violence in these new media. Both popular sources and scholarly address this issue, asking in effect how violent video games change children’s behavior and make them more violent, assuming that it is believed that this is the case. The first issue is clearly whether or not violent video games have a detrimental effect at all. This issue has long been argued with reference to television in particular, with some seeing violence in society as in part caused by violence on television, while others see a minimal effect if they see any at all. Video games are assumed by many to have a greater effect because playing the game requires direct participation and involvement on the part of the young player, a situation which is more likely to affect behavior outside the game itself by desensitizing the player, by accustoming the player to certain responses, and in effect by training the player to be violent. One of the reasons for the concern is the popularity of video games, as is noted by Gale (2003), who cites both the widespread dissemination of violent video games and research showing that violent video games contribute to violent behavior. He states first that video games have become “one of the most popular and profitable types o... ... middle of paper ... ...11, 88–96. Funk, J.B. et al. (1999, March). Rating electronic games: Violence is in the eye of the beholder. Youth and Society, 282-312. Gale, D. (2003, April 23). Research links violence to video games. NewsNet. Grossman, D. (1998). We are training our kids to kill. Academic Search Premier. Kanellos, M. (2005, October 12). Violence in games stimulates brain for aggression. Retrieved Aug 2, 2006 from http://news.com.com/Violence+in+games+stimulates+brain+for+aggression/2100-1043_3-5893930.html. Provenzo, E.F. (1992, December). What do video games teach? Education Digest, Vol. 58, Issue 4, 56-58. Sheese, B.E. & Graziano, W.G. (2005). Deciding to defect: The effects of video-game violence on cooperative behavior. American Psychological Society, Vol. 15, No. 5, 354-357. Van Horn, R. (1999, October). Violence and video games. Phi Delta Kappan, 172-174.

In this essay, the author

  • Analyzes how the issue of media violence on children extends back to the beginning of the mass media, with reference to films, radio, television, comic books, etc. popular sources and scholarly address this issue, asking how violent video games change children's behavior and make them more violent.
  • Argues that violent video games have a detrimental effect because they require direct participation and involvement on the part of the young player, which affects behavior outside the game itself.
  • Explains that gale (2003) cites video games as one of the most popular and profitable types of entertainment, and that 80 percent of u.s. households have rented or owned a video or computer game.
  • Concludes that television violence and aggression among children are linked by the american psychological association, american academy of pediatrics, and american medical association.
  • Analyzes how provenzo (1992) shows that concerns about this are not new, though the spread of such games has increased greatly over the past decade.
  • Opines that video games are a means by which children can activate the "passive" medium of television.
  • Explains that children acting out violent actions as television heroes may transfer this behavior to other situations. television heroes influence children's behavior, and the lesson learned can be even stronger.
  • Cites kanellos' analysis that violent games may put the human brain in a fighting state, based on the study in which thirteen males played violent video games and were subjected to brain scans showing that eleven of the subjects showed effects "characteristic of aggressive thoughts."
  • Explains that a research study from russia determines that most video games contain scenes of violence, killing, fighting, disasters, simple shooting games, and more complex games of strategy. grossman links this idea directly with the spate of school shootings.
  • Explains that sheese and graziano conducted an experiment to examine the effect of video game violence on the specific issue of cooperative decision making.
  • Analyzes van horn's view that games are training young people to be killers, and this idea has been accepted by many without a critical examination.
  • Analyzes how van horn cites observers who do not see these games as being as harmful as they are made out, such as costikyan.
  • Concludes that violent video games can contribute to violent behavior for some players, notably for young males who play for hours at a time. the degree of effect will vary greatly from person to person.
  • Cites costikyan, g., federov, a.v. and funk, j.b.
  • Cites gale, d., rosenman, and kanellos, m. (2005, october 12). violence in games stimulates brain for aggression.
Get Access