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...
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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.
One of the fastest growing sectors in the United States economy, with sales over six billion dollars in 2012 is the video gaming industry ("Games: Improving the Economy’). Technical innovation has given the video industry power to create exciting realistic worlds, turning video games into the vast entertainment business that it is today. Setting sales records, Violent Video Games (VVG) are now a common staple in many households. One of the most argued topics in media studies, investigation on the impact violence has on society from mass media continues to rage on. Parents look to the media for reliable studies to confirm or distinguish the effects VVG has on children. Even more menacing than violence on television or in movie theaters, VVG have created enticing graphic worlds created to slaughter fellow players. Modern video games allow players to take an active role within the game. Enticing players to engage in realistic assault scenes that are meant to be entertaining. Worthy playing is then rewarded with: trophies, bonus points and extra lives.
In this essay, the author
Explains that the video gaming industry is one of the fastest growing sectors in the united states economy, with sales over six billion dollars in 2012.
Argues that distorted images of violence desensitize adolescents to emotions surrounding aggressive images. the video industry uses the entertainment software rating board to assist the public in making informed decisions on the purchase of video games.
Analyzes dr. mcgraw's article about the harmful effects of violent mass media images on youth, and argues that parental involvement in the media is imperative for the successful development of future healthy and well-adjusted adults.
Analyzes dr. christopher ferguson's article "video games don't make kids violent" and explains that children are capable of distinguishing between fantasy and reality.
Analyzes how dr. ferguson debates a number of valid and important points regarding the effects of violent video games in today's society.
Opines that mass media has become an influential part of socialization for impressionable youths in modern society. parents are the first line of defense against children's exposure to aggressive forms of entertainment.
Analyzes dr. phillip mcgraw's article "children and violent video games," which emphasizes that vvg implants morals in children that are not conducive to productive society.
Explains the esa entertainment software association's "esrb ratings guide." ferguson, christopher. "video games don't make kids violent." time ideas.
Suhn Lee, M., & Barr, R. (August 2004,). Effects of Video Game Violence on Prosocial and
In this essay, the author
Explains that the participants varied in age, sex, ethnicity, and size of groups. the first study used 607 8th and 9th grade students from various schools in the midwest.
Explains that the first study and fifth study were similar in that they were conducted on adolescents, while the third and fourth studies were similarly conducted in countries outside the united states on children within the same age group.
Opines that stricter regulations should be enforced to prevent access of violent video games to underage children. parents, mental healthcare workers and politicians need to become more proactive in securing our children’s future in the fight against violence.
Describes collier, j.e., liddell, p. jr.
Cites hastings e.c., karas, t.l.
Describes the effects of video games on gaming.
Describes lynch, paul j., gentile, douglas, olson, abbie, and van brederode.
States that polman, h., orobio de castro, b. & van aken, m. a.g. (2008).
Describes the effects of video game violence on prosocial and social behavior.
Explains that violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. the non-profit, self-regulatory organization was established in 1994 by the entertainment software rating board (esrb).
Describes the methods used to determine the effects of violent video games on adolescent aggressive attitudes and behaviors.
Explains that the studies are analytic, non-experimental, cross-sectional, and tested different hypotheses.
Compares the results of the first and fifth studies on young adolescent gamers.
Analyzes the effects of violent video games on children of all ages, ethnicity, and gender. five studies were randomly selected and discussed in this paper.
Opines that research on the effects of violent video games towards aggressive behavior is important for many reasons.
Gentile, D.A., & Anderson, C.A. (2003). Violent video games: The newest media violence hazard. In D. Gentile (Ed.) Media Violence and Children (pp. 131-152)
In this essay, the author
Explains that 35 out of 55 e-rated video games (64 percent) checked on had no less than one violent activity against another character. there is massive variety in the measure of violence, ranging from 1.5% to 91.2% of game play.
Analyzes how 27 of selected games depicted deaths from violence, while shooting, action and adventure games prompting the most notable amounts of deaths per minute.
Compares the measure of violence among video game genres. all 3 adventure games, all 2 fighting games and the shooting game contained violence, while only 2 of 12 sports games included violence that is not associated with normal play.
Explains that video games accepted an entertainment software rating board (esrb) content descriptor for violence included massive violent actions than other games which are not rated as violent.
Explains that violence is considered the worst when it comes to the bad effects of video games.
Analyzes how the characters in video games used an extensive variety of weapons in their violent acts. they did not include violence or deliberate demonstrations of physical drive that spoke to typical play in a sport game.
Analyzes the effects of violent video game habits on adolescent aggressive attitudes and behaviors.
In today’s society, children are exposed to technology early on in their lives. Many young children engage in video games as early as 5 years old. This exposure to technology has been blaming for leaving impressions in individuals, causing them to develop behaviors that aren’t norms in certain communities. In an age where every common person has either a laptop, a smart phone, or a tablet, the ability to gain access to video games has been made much easier. Video games have become a much more common occurrence in today’s youths. Does this increase in usage of video games necessarily have an effect on behaviors of individuals? Possibly, but not enough to warrant labeling video games as the sole cause of violence in people. In this paper, I will be looking at questions regarding video games and their violence-depicting nature. Do video games specifically influence behavioral development, like violence, in people? Why is the demographic of violent outbursts caused by video games predominantly focused on male, teenage Caucasians? Why are video games being portrayed in a more negative light when compared to other media mediums? These are all questions that I will be looking to answer in the paper.
In this essay, the author
Concludes that video games can't be held accountable for behavioral development in children, especially those concerning the development of emotions like anger, aggression, and violence.
Explains kirsh, s. j., the effects of violent video games on adolescents: the overlooked influence of development. pergamon, 8(2003), 377-389.
Opines that video games are not solely responsible for detrimental behaviors such as violence, and that they are only portrayed in a negative light because of their accessibility.
Explains how they use primary and secondary research to find the necessary information to support their arguments.
Analyzes the correlation between violence and video games by asking 7 questions about sex and age. the results are similar to steven kirsh's secondary research on the effects of violence on adolescents.
Cites karen sternheimer's article "do video games kill?" to analyze and answer their research questions on why video games are portrayed negatively than other mediums.
Argues that video gaming is too big of a platform to be held accountable for behavioral developments.
Explains how blaming popular culture for causing social problems is a problem in k. sternheimer's why media is not the answer.
Despite the accusations from the media, video game violence does not lead to aggressive behavior in the teens of today. The youth with pre-existing conditions show no increase in aggression as well as the healthy teens in the results from Journal of Youth and Adolescence (Springer). The Journal of Youth and Adolescence disproves what the media believes the games actually cause. There are specifically 33 independent tests that researched the effects of aggression and the relation of violence in video games. The group tested 3,033 volunteers for increased aggression, but the tests came back with a significantly positive effect of these violent games (Weller 5). With the effect of causing it's players to have their aggression lowered and calming them greatly, it is a big blow to the media's point of view of these games. Sadly, there are a few teens who commit mass murders and violent video games seem like an easy target to blame as to the motivation behind their actions. Those teens are not healthy, they have a psychological problem that messes with their head and makes them think differently about the world and where they belong (Twemlow 41).
In this essay, the author
Analyzes how the journal of youth and adolescence disproves what the media believes the games actually cause.
Explains how ferguson and olson studied 377 american children who had clinically elevated attention deficit or depressive symptoms. selecting different ethnic groups and ages broadens the types of outcomes the testing receives.
Explains that violent video games are a positive affect on teens. expert action gamers played first-person shooting games, whereas non-experienced players played "the sims 2.
Opines that there is no evidence that playing a violent video game leads to aggressive behavior.
Argues that violent video games are not the cause of violence and aggression among teens. the media will not stop wrongly accusing the violent games.
Violence in Video Games
What if you could escape into another world where none of the problems in your life mattered. A world where for moment in time you could live a life of adventure and action? That’s the incentive people have to play videogames. In 1961 a MIT student Steve Russell created Spacewar, the first interactive computer game (Kent, 15).
In this essay, the author
Explains that videogames have advanced greatly since the 42 years of its creation, and so have many growing controversies. many parents believe that these "violent" games are desensitizing kids and making them more prone to aggressive acts.
Quotes scalia to highlight the government's opinion that linking video games and violent behavior to be untrue and false based on the governments studies.
Explains that video games have positive effects on the players and the society. playing at least 6 minutes before surgery has decreased thediehl 3amount of errors and increased the speed of the surgeon.
Explains that the entertainment rating software board (esrb) was created in 1994 to assign the age and content rating for video games.
Explains that 85% of parents reported that they are aware of the esrb system and the recommendations it makes for video games.
Explains that there are five times more games made that have almost to no violence than games that you need to be of a legal age to buy because of its violence.
Argues that violence in video games affects children's behavior in a negative way, but most are overstating the problems and not considering the other side of the argument.
Opines that the virginia tech shooting was possibly inspired by video games. the blame has been passed down to the newer technology, and it clearly isn't the problem.
Explains that videogames do not make players more violent or aggressive in behavior or attitude. the argument is based on previous tests and studies and the entertainment rating software board used to regulate video games.
Cites burnett, dean, and hampton, tracy. "claims that 'video games lead to violence' lead to violence." the entertainment software association.
States kent, steve l. the ultimate history of video games: from pong to pokémon and beyond: the story behind the craze that touched our lives and changed the world.
Explains that violence in video games: a few facts to consider. n.p., 2003.
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.
In this essay, the author
Opines that videogames intensify aggression in children, while others say it can be a safe getaway for children to express their aggression. a child's behavior can't be determined by violent video games.
Opines that videogames cause violent behavior in children as long as they are played. the sandy hook shooter, adam lanza, was an intense gamer.
Argues that there is not enough evidence that points to video games alone as the cause of delinquent activity.
Explains that television and media may be an outside force that contributes to the delinquent behavior in children. dr. allison park's et al found television, but not electronic video games, showed a small increase in conduct problems.
Explains that violent behavior comes from a lack of good parenting and other factors. in the supreme court case brown versus entertainment merchants association, parents were encouraged to look, play, limit, and control their children's activities during their play time.
Explains that a three-year study in singapore found that children who played violent video games generally believed hitting someone was acceptable and had more aggressive tendencies than those who did not play the games.
Opines that there is more research to be done regarding the topic of bad behavior related to video games.
Opines that the sale of video games is a billion dollar industry, with millions of people playing them, especially young children. the positive effects are rarely mentioned, but when they are, they include an increase in cognitive ability, hand eye coordination, concentration and visual attention.
Cites beresin, eugene, m.d.'s "inside out, outside in" and schwarzenegger v. entertainment merchants association.
Explains that schwarzenegger v. ema. parks, allison, hele sweeting, danil wight, and et al. do television and electronic games predict children's psychosocial adjustment?
Violent Video Games: Dangerous Entertainment
Since the beginning of organized society, entertainment has always been an aspect closely tied with human nature. From the times of ancient empires, such as the Romans and Greeks, humans have used entertainment as an outlet to escape the harsh reality of everyday life. Although in those times, entertainment was considered duels to the death with animals and other humans opposed to the censored reality shows and formulaic movies we have today.
In this essay, the author
Opines that violent video games have a negative psychological impact on its players, since they expose them to fantasy-like environments that do not show the repercussions of violent actions.
Explains that the mind of a child is fragile and can be pushed the wrong way through exposure to negative imagery. the tragedy happened at littleton high school in columbine, colorado.
Explains that violent video games provide a forum for learning and practicing aggressive solutions to conflict situations.
Analyzes how the repercussions of violent acts are either not realistic or simply not shown in violent video games, such as "wwf smack down."
Opines that immediate action should be taken in order to control the violence in video games today.
Cites willenz, pat., "violent video games can increase aggression." april 20, 2000.
As technology advances, new and creative forms of entertainment immerge from these advancements. One form that has grown immensely in popularity over the past dozen years has been video games. Taking form nearly four decades ago, video games have been one of the major embodiments of the growth of entertainment technology. Today, video games have taken many shapes, from the general PC and console games to special applications that can be found on social networks and even millions of cell phones around the world.
In this essay, the author
Explains that media has been attacked for their content, including television, movies, and music. pac-man and super mario bros. were considered violent when they first appeared.
Explains that bulletstorm is a first-person shooter that inspires players to kill enemies in creative and unheard-of combinations that haven’t been seen in previous games.
Explains that aggressive behavior is not the only negative effect that is feared for being instilled in the players. van schie and wiegman tested for many different results, including social integration, popularity, loneliness and social status.
Analyzes peng, wei's paper, "is playing games all bad?positive effects of computer and video games in learning."
Explains that video games have grown immensely in popularity over the past decade, from general pc and console games to special applications that can be found on social networks and even millions of cell phones.
Explains that society believes that games will increase violent and aggressive behavior. however, the correlation between video games and aggression is less significant than that between aggression and television.
Explains that video games negatively impact a child's academic performance, citing van schie and wiegman’s study.
Analyzes ferguson's meta-analytic review of positive and negative effects of violent video games.
Analyzes the effects of video games on aggressive thoughts and behaviors during development.
Explains sherry, john l., wiegman, emil g. m. van schie, and oene.
Video Game Industry Should Restrain Violence
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm).
In this essay, the author
Analyzes how albiniak, p. tv gets heat from d.c. broadcasting & cable.
Cites jarver, r., herron, w. and primavera, l. violence in the media: a psychological analysis. international journal of instructional media.
Analyzes kohn's book, "make love, not war: we keep hearing that we are an aggressive, warlike species, scientists keep telling us that we have a choice."
Describes langley, edgar, craig, and yost's findings on aggression-consistent, inconsistency and irrelevant priming effects on selective exposure to media violence.
Explains that zillman, d., and weaver, j. effects of prolonged exposure to gratuitous media violence on provoked and unpromoted hostile behavior.
Explains that the us software industry sold $6.3 billion worth of video games in 1998, despite its continued growth.
Explains bayles, m. fake blood: why nothing gets done about media violence. bushman, b. moderating role of trait aggressiveness in the effects of violent media on aggression.
Opines that the us video game industry hit an all-time high in annual sales for 1998.