In one study, college-age participants who had spent time playing Wolfenstein 3D, a first person shooter computer game, "punished" their opponents by subjecting them to loud noises of high intensity more frequently and for longer periods of time than participants that had played a non-violent computer game. In the words of Dr. Craig Anderson, one of the psychologists and researchers who conducted the study, "violent video games provide a forum for learning and practicing aggressive solutions to conflict situations." Basically, time spent playing violent video games is time spent learning life skills that could be detrimental and counter-productive in real world situations, and could even replace more socially valuable skills sets and methods of problem solving. This problem is reflected in -- and exacerbated by -- attempts to label and identify violence in video games and other forms of media. Steven J. Kirsch, author of the book Children, Adolescents, and Media Violence, identifies the Entertainment Software Rating Board's system as the most effective, but points out several significant flaws. First, games rated "E" for "everyone" are really only deemed appropriate for children ages six and up, and can contain large levels of violence -- as much as ninety percent of game play. Furthermore, the term "violence" is not defined well at all, and the Entertainment Software Rating Board only reviews footage of video games provided to them by the video game producers, without actually playing the games themselves. This provides a greatly diminished capacity for the board to perform its stated purpose, and gives parents...
This was the conclusion drawn by two studies conducted in the late 1980s, which was enough to convince author Barrie Gunter that the concern over video game violence is little more than hype. The increasing prevalence of video games that contain ever-more graphic violent sequences, however, has changed things dramatically in the past twenty years. ac-Man gobbling ghosts simply does not compare to running over a helpless woman, beating her with a baseball bat, and taking her money. When these things are become enjoyable entertainment, we are facing a serious problem.Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
exciting about video games is you don't just interact with the game physically -- you're not just moving your hand on a joystick, but you're asked to interact with the game psychologically and emotionally as well. You're not just watching the characters on screen; you're becoming those characters. Nina Huntemann, Game Over Violent Video Games: Do they Cause Violent Behavior? Disasters such as school shootings in Colorado and in other academic institutions
Video Games and Violence The level of integration of video games into the culture of the youth in the United States could not be clearer. One estimate stated that ninety-seven percent of twelve to seventeen-year-olds played a video game in 2008 (ESA, 2009). These figures suggest that virtually everyone in that specific demographic play video games. The economic result of the demand for video gaming has resulted in over an eleven
Violence in Video Games Guiding Question: Should the government have to be involved in legislation regarding video game content? Proof 1: Explain how First Amendment ensures freedom of speech, including video game content. "It is not the government's job to forbid content in media. It is the responsibility of the parents to decide what their children should play. Body Paragraph 1: Music censorship case and ratings system for video games Body Paragraph 2: Research evidence Body
The industry knowingly takes advantage of this recent cultural shift in parent-child relationships. And finally, the industry knows that children and youngsters are more likely to be influenced by violent movies, TV shows, and games and are more likely to get addicted to violent imagery, becoming potential customers for future media products and games that glorify violence (Mean world syndrome, 2009). It is fair, therefore, to say that bombardment
Banning/Restricting the sale of Violent Video Games to Minors Persuasive Speech Outline Template Organization: This speech uses problem-solution organization. Audience analysis: The average age of the audience is between 30 and 55 years of age with ages ranging from 14 to 59. There is roughly an even balance of males to females; the main ethnic background is Caucasian. Some of the audience members are still in high school, some do not work outside the home, and
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