, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life.
It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability to anticipate real-life consequences of certain choices and behaviors (Wilson, Smith, Potter, et al., 2002). According to the Joint Statement on the Impact of Entertainment Violence on Children presented to the Congressional Public Health Summit July 26, 2000 by several very prominent pediatricians and child psychologists:
"At this time, well over 1000 studies - including reports from the Surgeon
General's office, the National Institute of Mental Health, and numerous studies conducted by leading figures within our medical and public health organizations
- our own members - point overwhelmingly to a causal connection between media violence and aggressive behavior in some children. The conclusion of the public health community, based on over 30 years of research, is that viewing entertainment violence can lead to increases in aggressive attitudes, values and behavior, particularly in children. Its effects are measurable and long-lasting.
Moreover, prolonged viewing of media violence can lead to emotional desensitization toward violence in real life." (Cook, Kestenbaum, Honaker, et al., 2000)
Concerns about Bullying:
Bullying in school has only relatively recently been recognized as significant problem throughout the modern educational environment.
Often, students identified as perpetual victims of bullying by classmates experience bullying in primary school; the same patterns are often apparent in those who become the bullies. As many as a third of all middle school and high school students say they have been the victim of bullying and for many of them, it seriously impacts their scholastic experiences (ExtremeTech.com, 2008). Studies have demonstrated a correlation between repeated exposure to depictions of violence (including participation in violent video games) and behavior related to bullying other children (AAP, 2001; Sherman, 2002).
With respect to bullying, video game violence is not only a potential issue with the bullies. Video games are popular among such large segments of the age-group population that children who are the victims of bullying also typically have video games. In the case of the bullies, repeated exposure to depictions of violence (especially with active participation) probably contributes to their behavior through various ways. However, it may also play an important role in the lives of victims, sometimes in ways that are equally harmful.
Children or teenagers who experience bullying may express some of their built up anger and hostility through their violent video games (Gentile & Gentile, 2005). Sometimes they enjoy blowing up or otherwise maiming, killing, or mutilating their opponents on screen, partly because it allows them to experience being on the other end of the abuse. Other times, they may specifically envision retaliating against their classmates, even giving their on-screen characters their names.
That is not to say that playing violent video games necessarily means that bullied children or teens will retaliate violently. But it may not be the healthiest way of dealing with their feelings nevertheless. Victims of bullying may already become less social and stay home more and more. The availability of violent video games as a means of expressing rage combined with the natural tendency to limit social contact could be much more limiting than either element strictly on its own. In fact, the concern has also been raised that social isolation, in general, is a negative aspect of our reliance on digital media and communications instead of face-to-face interactions and social relationships.
Concerns about Social Isolation:
One of the potential downsides of the widespread availability of digital media and modern forms of communications such as online social networks and mobile texting is that it may reduce our ability to learn some of essential social skills that are normally part of face-to-face interactions with others (Olson, 2004). Various social scientists have suggested that many in the current generation of students may not be developing the necessary social skills to be successful in professional life because so much of their communications take place through remote mechanisms.
Video games (both violent as well as non-violent) often involve complex characters and long-running relationships between characters, most commonly in some form of team-like competitive games. Usually, individuals whose characters are known to one another interact in a virtual world, whether those virtual worlds involve violent warfare and street gang-like violence or non-violent...
Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the
It would seem that on the basis of the causation rationale that age restrictions on violent video game content is no more logically justified than other types of overly broad restrictions (Olson, 2004). In the 1950s, several instances occurred where young children watching the original Superman television series fell to their deaths after trying to emulate the star character's leaping takeoff from high-rise building windows. The series was not cancelled
Video Games, Violence and Aggression The Effect of Video Games on Violence and Aggression Numerous arguments over video games primarily center on topics such as sexism, nudity, racial profiling, sex and criminal behavior as well as other provocative material. Many conflicting results have been brought out of research and study of the relation between video games and its assumed effects of violence and aggressive behavior. Here, aggression is defined as behavior intended
Video Game Violence Literature Review In January of 2012, psychologist Christian Montag and a team of German researchers sought to explore the link between habitual video game play and reduced emotional or cognitive capability, and the findings of their study were published in an article entitled Does Excessive Play of Violent First-Person-Shooter-Video-Games Dampen Brain Activity in Response to Emotional Stimuli? Montag and his colleagues expanded on the preponderance of empirical evidence
There is plenty of anecdotal evidence to support this theory -- several prominent school shootings have been ostensibly linked to video game playing -- but real scientific evidence is also emerging that suggests a more subtle but similar effect. 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
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
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