The media brought this debate to public attention after the Columbine school shooting ;when people were searching for some sort of reason behind the event they never latched onto the mistreatment of the two boys by their fellow students, but instead on the boys’ habits of playing games like Doom. This focus led to studies which were intended to discover how video games affected aggression; the problem was that the studies consistently had flaws. In 2000 Bartholow and Anderson did a study to test how violent games affect people and possible gender differences. In the study, subjects (22 men and 21 women) would play a video game (PGA Tournament Golf or Mortal Kombat) for ten minutes, then they would be given a test in which the subject would be exposed to loud noises of varying intensity from 60 decibels to 105 decibels. One group of subjects received higher intensity than the others, by the tester at certain points (under the belief that it was due to an incorrect answer), and afterwards they would switch with the tester and be in full control of the volume. The study found a mean difference between those who played the violent game and those who did not of 6.85 decibels and a mean gender difference of 4.05 decibels with the men giving more (adjusted from the test scale), the high-intensity group had respective mean differences of 26.5 and 16.5 decibels. In the ana...
... middle of paper ...
...ntal Social Psychology 38.3 (2002): 283-90. Print.
Boots-Faubert, Chris. “The Psychology of Video Games: It’s a Spatial Thing.” Video Game News Blog and Community – GamingUpdate.com. 17 Aug. 2011. Web. 02 Nov. 2011.
Gayomali, Chris. “Psychology: We Play Video Games to Chase Our ‘Ideal Selves’ – Techland – TIME.com.” Techland – Tech and Gaming News and Reviews – TIME.com. Time, 4 Aug. 2011. Web. 28 Oct. 2011.
Jenkins, Henry. “The Video Game Revolution: “Eight Myths About Video Games Debunked” by Henry Jenkins | PBS.” PBS: Public Broadcasting Service. PBS. Web. 02 Nov. 2011.
Squire, Kurt. “Video Games in Education.” (2003). Print.
Stuart, Keith. “The Seduction Secrets of Video Game Designers | Technology | The Observer.” Latest News, Sport and Comment from the Guardian | The Guardian. The Guardian, 14 May 2011. Web. 01 Nov. 2011.
Need Writing Help?
Get feedback on grammar, clarity, concision and logic instantly.Check your paper »
- Video games have been argued about for decades. Some people have argued that video games are linked to violence. However, new research shows that video games can be used for therapeutic purposes, exercise, stress relievers, positive interactive learning, hand eye coordination, and different types of patient treatment for people all around the world. When playing video games, the coordination and concentration can physically, socially, and mentally benefit the user. Research today shows that certain video games can reduce fat and therefore promote weight loss.... [tags: Video Games]
1776 words (5.1 pages)
- ... With respect to behaviour of violent games players, Etchells (2013) quotes a study published in Journal of Experimental Social Psychology that explains an experiment, which examines an effect of violent computer games on people’s behaviour. During the 3 days of the experiment, half of volunteers played aggressive games for twenty minutes a day, while the other half did not. Then organizers set a competition between pairs that consist of one who played games and one who did not and the winner blasted the loser with ugly noise.... [tags: electronic devices, video games]
1573 words (4.5 pages)
- Within this assignment I will describe the impact on computer games on society. Over the past twenty year, the influence of gaming development has both negative and positive effects on society. One of the impacts which affect the society is that the games will continue to develop and grown for the users to continue to pay and play the games which are released. For example, gaming hardware has to consistently grow and change for the direct effect on the users. This also has an impact on the gaming industry because the change in the technology.... [tags: Game, Play, Video game, Games]
1589 words (4.5 pages)
- ... Subjects were also recruited from a number of websites that the University of Arizona Video Game Developers Club claimed that University of Arizona students had created small clubs for or were highly active in. The objective is to obtain a convenience sample of a minimum of 100 University of Arizona college students. This sample size is appropriate because the study must account for the vast number of multiplayer games that a respondent may participate in, which may have an impact on their communication skills.... [tags: communication behavior during videogame playing]
893 words (2.6 pages)
- According to the Entertainment Software Association, a US association whose purpose is to serve the business and public affairs of companies that make computer and video games , about 185 million Americans play video games (2014 Essential Facts 2). This not only includes children, but adults and seniors as well. Even though this is over half of the country, many people assume those who play video games are lazy, aggressive, and anti-social. Many games are violent and can be very addictive for some so it’s understandable that people would believe this.... [tags: physical and mental health]
1794 words (5.1 pages)
- In times when a child or a teenager is involved in violence, the Government Officials, Newspapers and parents have all blamed the video games as the culprit. As a result, video games have become a scapegoat for antisocial and violent behavior. It seems like the media always points out their fingers to something that they don’t fully understand. Studies had proved that video games are actually beneficial to different kind of people in many ways. For example: video games have helped kids with autism to improve their social skills.... [tags: video games, violent behavior, positive]
617 words (1.8 pages)
- ... That’s a casual gamer. So let us put this in similar terms. So a Hard Core gamer is the diehard, I will play this game forever please don’t bother me, get at my level gamer. Then there is the casual gamer who enjoys playing, but doesn’t fully immerse themselves in it. So now lets us down to business. What kind of gamer do you think you are. Well let us see, Answer these question truthfully. Do you play games more then 6-10 hours a day. Do you eagerly wait for school to play on you council or Pc.... [tags: theories on games, subversion games]
1570 words (4.5 pages)
- Social interaction is the very basis of social life and the foundation of society. Further growth and progress in society would not be possible without interactions between individuals. However, the presence of an individual as a function of society does not bind them into a social unit. It is when a group of people cooperate that allows society to develop. Therefore, interaction is the very essence of social process. Furthermore, communication is the medium of interaction. The ability to communicate with other individuals is an important element of human life in terms of interacting and developing our society.... [tags: sociological analysis, role playing games]
860 words (2.5 pages)
- Influence of Games on Children Webster’s Dictionary defines “game” as “sport of any kind; jest, frolic” but what if games are more than that. Not to suggest that games are a serious business. Their whole purpose is amusement and entertainment. However, games—specifically those that are originated and executed to the backdrop of an elementary school playground—are essential to character development in young children. Currently, there is a trend across the country in school districts to ban the recess essentials that older generations know and cherish.... [tags: Recess Playing Games Argumentative Essays]
1139 words (3.3 pages)
- Multi-User Games and Their Culture Who owns the Internet. Nobody owns the internet just like nobody owns the economy. It is a phenomenon that exists and it can best be described as a tool used by a competitive world. Online games now culture teenagers into the world of “cyber-culture”. I like to refer to “cyber-culture” as the information configuration run by programmers. Playing multi-media games, young learners can configure bits of information they have gathered for a short term reward. Instead of being overwhelming through a vast domain of information, online games draw the attention of those who might not have searched the Web (for gaming information), networked (with friends and stra... [tags: Playing Game Games Essays]
1763 words (5 pages)