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Correlations between video games and violence
Concluding the relationship between video games and aggression
Concluding the relationship between video games and aggression
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In the 1980’s video games became vastly popular and its market boomed. Since this time the market has continued to grow, making it one of the most popular forms of entertainment in the modern day. There has been much speculation on the effects that both games and gaming have had on society as a whole. Games were first invented in the late 1940’s being found on mainframe computers. The first commercially viable game was computer space in 1971 a coin operated arcade version of an earlier game called Spacewar! And was the first mass produced video game with 1500 copies. As games progressed so did their influence, effecting further generations. The effect that games have had on this generation is hotly debated. However it has not just been gaming that has an effect on society. Games themselves have had such a large impact that films have been made of them, clothes styled around them and famous bands and artists supporting them. The hottest debate concerning video games is obviously whether or not they encourage violence to those who play them. Debates are often struck up over the portrayal of criminal behavior, gory or overly realistic violence, full or partial nudity, virtual sex or any other questionable material. This often leads to video games being blamed for many modern problems, particularly with youths. Several studies have been made which have had mixed results. Some studies have claimed to find a direct link with video games to all of the above. Other studies have found no correlation at all. A large chunk of ammunition for those opposed to the violence are the 1999 massacre at the columbine high school, USA. In this case two individuals, eric harris and dylan klebold, killed twelve students, one teacher and injured t... ... middle of paper ... ...pons and many other tasks are peformed. This clearly exercises the brains ability to process multiple pieces of data and information. Quick thinking and fast analysis In the heat of combat, the whirling speed of a race or the fast paced traversing of an advwnture game quick thinking and fast analysis is used heavily. A player will analyse the combat, next upcoming corner or area they are trying to maneuvure and make quick descisions on what their next course of action will be. This is constantly done throuought the game, making players constantly adapt and change their plans. Reading and math skills Young players are forced to learn to read in order to understand instructions, objectives and storylines in most games. Maths skills are vastly improved through games that involve resource management. Strategy and anticipation Perseverence Aggression relief
Now a day every video game has something violent going on. Such as in 2010 the top 20 games out in the market were violent related. When a kid sees in a video game that he can beat someone else up and get away with it they think they can do that in real life. This will increase bullying and kids are being taught not to bully. Every kid plays video games even if it’s a racing game or a shooting game. In 2008, 97% of kids from the age of 12-17 played video games. Most M rated games have sexual violence and when a kid sees that in a game and then beats the girl up. The crime rate for rape will increase as it has. A study in 2009 found that it only takes a child four minutes of playing a game to make him have aggressive and violent thoughts going through his head. The critics of violent video game has that bully has increase 32% because of violent video games. Also in the study when a child sees blood when beating up or killing someone in a game he will have more aggressive thoughts than normal.
The Columbine massacre was one of the deadliest school shootings in U.S. history. On April 20, 1999, high school seniors Eric Harris and Dylan Klebold shot and killed 12 students, one teacher, and themselves. Twenty-five students were also injured, some very critically. While there had been many school shootings in America prior to this, the young age of the shooters, the number of victims, and the randomness of the people they killed shocked the nation. It has been 14 years since this tragedy and even now the word Columbine is synonymous with school shootings. The subsequent days, months, and years since this attack have proven that the Columbine massacre has influenced the United States in many areas of our everyday lives including school policies, anti-bullying programs, gun laws, and even popular culture.
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
Lately there have been increasing amounts of people that say that violent video games are causing a number violent actions. To some extent this is true, but there are also studies that say games help people release their aggression in an appropriate way. I would tend to agree with the later.
The debate about media violence has been going on for hundreds of years. The newest form of media being scrutinized is videogames. I will be taking you through this debate and sharing with you some things that you may find surprising. This is not a new topic and has ...
One way in which video games can be beneficial is by supporting individuals’ intellectual development in the areas of problem solving and logic. Games like Cut the Rope, Angry Birds and The Incredible Machine require players to solve a puzzle under time limited conditions. When people are playing these games, they practice their critical thinking skills and creativity, which are both important components of intelligence.
Studies have shown that there is a wide variety of physical and behavioral effects that video games can have on their players.
The second reason video games are an issue is that videogames have been linked to a variety of mental and physical ailments. The most common physical health problems tend to be arthritis from barely moving the fingers while using a keyboard or game controller, and a variety of eye problems due to constantly staring at the game screen. The most frequently occurring mental problems range from delusions to schizophrenia and becoming desensitized to violence. Keegan says that "repeated exposure to violent images can make people less sensitive to the effects of violence" (1). All of these ailments, both mental and physical, can and will occur in many people, but this statement only holds true if the player spends much of his or her free time playing video games. The essay “Violence and the Media: A Psychological Analysis,” shows how the number of hours spent watching a television program may be more influential than the nature of the program itself (Javier 4). While this statement refers ...
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and forth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming.
Violent video games are special games, which negatively influences to the attitude and behavior. These video games are popular between children and teenagers. Since 1980-s years violent games are in political discussion. Because when teenagers usually play violent video games, they are becoming aggressive and then they face with psychological problems. For this, some people claim that violent games are harmful for society and they affect to behavior and health.
Several studies and reports show that videogames also stimulate bad behavior. An article from “New Scientist” shows that “Unequivocal evidence from a wide variety of studies show that in the short term, exposing children to violence in movies, TV, video games, and music increases physical and verbal aggression” (“Bad Influence”, web). This negative influence is going to have a huge change on how kids and teenagers act towards individuals. The International Journal of Phycology says that, “Adolescents who play more mature rated games were more likely to engage in b...