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 Paragraph 3: Sociological implications and blaming
The First Amendment to the United States Constitution insists that citizens of the U.S. have the right to free speech. This Amendment has been utilized by artists from a wide variety of genres and talents to preserve their right to express themselves and prevent any form of censorship. Most calls for legislation regarding censorship have actually come from the parents of America's youth. Rather than take responsibility for determining whether or not a film or…...
mlaWorks Cited:
Anderson, Craig (2003). "Violent Video Games: Myths, Facts, and Unanswered Questions."
Psychological Science Agenda.
Benedetti, Winda. (2008). "Playing the Blame Game." MSNBC. Retrieved from http://www.msnbc.msn.com/id/23204875/
Chalk, Andy. (2007). "Inappropriate Content: a Brief History of Videogame Ratings and the ESRB." The Escapist.
By examining violence and women in both Sin City and the Tekken series, one is able to see how seemingly similar representations of gender and violence actually create wildly different meanings depending on the particular medium. While Sin City and Tekken participate in the visual language of gender, when it comes to the relationship between gender and violence, Sin City focuses on the victimization of women's bodies at the hands of men while Tekken disavows any connection between the violence committed and the gender of those committing it. This analysis reveals an important distinction between violence committed by or against gendered individuals and violence committed because of gender, because as Tekken demonstrates, the former situation actually offers the possibility for a more expansive representation of gender.
eferences
Bryce, J.O., & utter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Funk, J.B., Baldacci, H.B., Pasold,…...
mlaReferences
Bryce, J.O., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Funk, J.B., Baldacci, H.B., Pasold, T., & Baumgardner, J. (2004). Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization? Journal
of adolescence, 27(1), 23-39.
Namco Bandai (2009). Tekken 6 [videogame]. Tokyo: Katsuhiro Harada.
Attraction to Violence in the Media
Violence on Films and in Television
Filmmakers Technique to Grab the Audience
Violence Made to Swindle the Viewers
Making Violence Funny
Health Concerns
It is clear that one of the worthy changes in the social environment today is the advent and fullness of television. In this new setting, television, radio, videos, movies, computer networks and video games, have presumed central roles in people's day-to-day lives. Rather it be good or bad, it seems that the mass media are having some kind of a huge impact on people's standards, beliefs, and behavior. Regrettably, the consequences of one specific element of the mass media exposure has for the most part damaging effects on those that are watching' and others' health. There is much Research evidence that has been accumulating over a lot of ears that being exposed to violence on television and in video games does raise the danger of violent behavior…...
mlaBibliography
Bishop, R. A P.J., 2006. Violence. Theory, Culture & Society. Theory, Culture and Society, 23(3), pp. pp.377-385..
BJ., B., 2007. Moderating role of. Journal . Pers. Soc.Psychol, 23(4), p. 950 -- 60.
Bushman BJ, H.L., 2008. Effects of televised violence on aggression.In Handbook of Children and the Media. In: Thousand Oaks: Sage, p. 223 -- 54.
Bushman, B. A A.C., 2001. Media violence and the American public: Scientific facts vs. media misinformation. American Psychologist, 56(7), pp. pp.477-489..
Video Games and Their Effect on Children
Video Games were first introduced in the 1970s and rapidly caught on as a major leisure activity especially among children within a decade. Children these days spend more time watching TV or playing video games than any other activity save sleeping. Since video games are a relatively recent phenomenon research about its effects on children cannot be considered conclusive. However, most studies so far indicate that video games can have both positive and negative effects on children depending on the time spent in the activity and the type of video games played.
The Positive Effects
Most early researches in the effect of video games on children indicated that they had an overall positive effect on children.
Introduction to Computers
Video games were a friendly way to introduce children to the use of computers and improved their hand-eye co-ordination. Some older studies also indicated that children who played video…...
mlaReferences
Cesarone, Bernard. Video Games and Children. ERIC Digest. 1994-01-00. [Available Online] December 6, 2002 from http://www.ed.gov/databases/ERIC_Digests/ed365477.html
Clements, David. "Video violence too close to the real thing." Sterling News Service [Available Online] December 6, 2002 from http://www.media-awareness.ca/eng/med/home/artvidgm.htm
Mitchell, Edna. "Video Games Visit Harvard Yard." September 1983. Antic Vol. 2, # 6.
Available Online] December 6, 2002. http://www.atarimagazines.com/v2n6/videogames.html
A in millions)
Current in millions)
Provided by Federal ureau of Investigation as of September 18, 2006. www.whitehouse.gov/goodbye/3ae6b1ac94aa97e6650780f280890a7c81100e47.html"
CHART: National Correctional Populations
National Correctional Populations
The number of adults in correctional population has been increasing.
A in millions)
Current million in millions)
Provided by ureau of Justice Statistics as of November 30, 2006. (Social Statistics riefing Room, 2006)
More Statistics
Violence in the Media
Huston and colleagues have estimated that the average 18-year-old will have viewed 200,000 acts of violence on television (Huston, a.C., Donnerstein, E., Fairchild, H. et al. ig World, Small Screen: The Role of Television in American Society. Lincoln, NE: University of Nebraska Press, 1992.)
41% percent of American households have three or more televisions (Nielsen Media Research, 2000).
56% of children ages 8-16 have a television in their rooms (Annenberg Public Policy Center, 2000. Media in the Home 2000)
Percentage of television-time children ages 2-7 spend watching alone and unsupervised: 81 (Kaiser Family Foundation, 1999. "Kids and Media @ the…...
mlaBibliography
Alter, Jonathan. "Moving Beyond the Blame Game. (Panel Discussion)," Newsweek, May 17, 1999.
Beyer, John. "PERSPECTIVE: How movie and TV violence hits children; Is there too much violence on television and is it time to curb it? John Beyer, director of the organization mediawatch-uk argues that media viol," Birmingham Post, March 21, 2007.
Chatfield, Joanne E.. "Influence of Media Violence on Children." American Family Physician, February 15, 2002.
Children's Hospital Boston. "Teen-Rated Video Games Loaded With Violence;
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 billion dollar industry (2008) which is continually expanding (ProCon, N.d.). However, many of these games contain graphic violence and sexual content that deemed in appropriate for this demographic.
It is argued that this violence in the digital world can cause a host of negative implications in real life as well. hen children are exposed to violence then this can work to desensitize them to the use of violence and violence can even be perceived as an acceptable way to resolve conflicts.…...
mlaWorks Cited
Anderson, C., Sakamoto, A., Gentile, D., Ihori, N., Shibuya, A., Yukawa, S., . . . Kobayashi, K. (2008). Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States. Pediatrics, 1067-1072.
ESA. (2009, May). Essential Facts about the Computer and Video Game Industry. Retrieved from Entertainment Software Association:
while the parents were asked to complete the Conners' Parent Rating Scale (CPRS). This helped the researchers obtain information regarding the behavioral abnormalities, hyperactivity, inattention, ADHD, etc.
Statistical analysis of the gathered information clearly revealed an increase in inattentive behavior (p ? 0.001 for both Internet and console video games) and ADHD (p = 0.018 and 0.020 for console and Internet games, respectively). The researchers also concluded that students who engaged in video gaming for more than an hour showed significantly lower academic performance with (Grade point average (GPA), p = 0.019 and 0.009 for console and Internet games, respectively). The association between the time spent on playing video games and the YIAS (p < 0.001), was clearly evident indicating the development of video game addiction among the subjects who played for more than one hour daily [Philip and Terry, (2006)]. This study shows that children playing video games may…...
mlaBibliography
1) Online Education, 'Video game Statistics' Accessed Mar 26th 2010, available at, http://www.onlineeducation.net/videogame/
2) NIMF, 'Effects of Video game playing on Children', Accessed Mar 26th 2010, available at, http://www.mediafamily.org/facts/facts_effect.shtml
3) Jerald J. Block, M.D., 'Issues for DSM-V: Internet Addiction', Am J. Psychiatry
165:306-307, Mar 2008, Available online at, http://ajp.psychiatryonline.org/cgi/content/full/165/3/306
Computer Games esearch
When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement.
Studies thus far show both positive and negative results from playing video and PC games. Some research finds that the playing or observing of violent games does…...
mlaReferences Cited
Anderson, C.A., and K.E. Dill "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 2000, 78, 772-790.
Ask, A., Autoustinos, M., and A.H. Winefield, "To kill or not to kill: Competitive aggression in Australian adolescent males during videogame play." Children in the New Media Landscape. C. van Feilitzen and U. Carlsson (Eds.). Goteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen, 2000.
Bowman, R.P. And J.C. Rotter. "Computer games: Friend or foe?" Elementary School Guidance and Counselling, 1983, 18, 25 -- 34
Calvert, S.L., and S. Tan, (1994). "Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts." Journal of Applied Developmental Psychology, 1994, 15, 125-139.
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 olfenstein 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…...
mlaWorks Cited
American Psychological Association. "Violence in the Media - Psychologists Help Protect Children from Harmful Effects." Accessed 13 July 2009. http://www.psychologymatters.org/mediaviolence.html
Gunter, Barrie. The Effects of Video Games on Children. Wiltshire: Sheffield Academic Press Ltd., 1998.
Jenkins, henry. "Congressional Testimony on Media Violence." Accessed 13 July 2009. http://web.mit.edu/comm-forum/papers/jenkins_ct.html
Kirsh, Steven J. Children, Adolescents, and Media Violence. London: Sage Publications, 2006.
Sexism in Video Games
Video game characters are iconic in youth popular culture. Their influence goes far outside of the realm of the game, so that even youth who do not play games are exposed to video game characters. For example, it is common for products to use video game characters in their marketing campaigns when targeting young adults. Moreover, it is not unusual for there to be an overlap between video games and other forms of popular culture. Video games may be spun off into books, cartoons, films, and television shows. There is nothing inherently wrong with the presence of video game characters in so much youth-oriented popular culture. However, while video games may seem like harmless fun, it is important to understand the content of those video games and the message that content sends to young players, in order to understand the potential negative impact of these games.
Concerns about…...
mlaWorks Cited
Cass Communications. "Student Robert Parungao Finds Video Games Rife with Stereotypes."
Arts Wire. 13 May 2010. Web. 6 Dec. 2011.
Dill, Karen. "Do Anti-Social Video Games Foster Sexism and Violence against Women?
Research on Sexist and Pro-Rape Attitudes among Gamers." Wordpress. 2008. Web. 6 Dec. 2011.
Children (boys especially) are predisposed to watching scenes of violence for long periods of time without feeling the need to change the program. Consequent to this, they are expected to display antisocial behavior.
Cartoons are essential in influencing children, given the fact that most seem innocent to most parents, thus preventing them from wanting to change the channel. Studies have shown that cartoons have a more negative influence on children in comparison to violence seen directly on TV. hile cartoons do not necessarily influence a violent behavior in children, they are apparently responsible for children having a decreased capacity to create neurotic connections.
Advertising is yet anther domain which catches children of guard, taking into consideration that they are less capable of ignoring advertisements. hen they are specially made for children, advertisements have an even greater influence, as they can affect their "beliefs, values, and moral norms" (Moniek Buijzen, Patti M.…...
mlaWorks cited:
1. Buijzen, Moniek and Valkenburg, Patti M. "The Impact of Television Advertising on Children's Christmas Wishes," Journal of Broadcasting & Electronic Media 44.3 (2000)
2. Gunter, Barrie; Charlton, Tony; Coles, David and Panting, Charlie. "The Impact of Television on Children's Antisocial Behavior in a Novice Television Community," Child Study Journal 30.2 (2000): 65.
3. Johnson, Marilou M. "The Impact of Television and Directions for Controlling What Children View," Journal of Broadcasting & Electronic Media 45.4 (2001).
4. Reis, Raul "The Impact of Television Viewing in the Brazilian Amazon," Human Organization 57.3 (1998).
Bond no longer needs to rely on the past glories of the British empire to justify his disregard for local sovereignty and governance, because the omnipresent threat of terrorism serves as justification enough. Highlighting this point is the fact that the man Bond kills at the embassy is a freelance bomb-maker, the kind of ideology-free terrorist par excellence, at least when it comes to villains one can kill without many ethical qualms. Put simply, the all-encompassing need to defeat terrorism, as advanced by the United States and adopted by its allies (including Great Britain), serves to justify any act, whether one is talking about the kidnapping and torture of detainees in real life or the extraterritorial murder of someone in a foreign embassy in Casino Royale.
Charting the use of extraterritoriality in James Bond stories, across media platforms and through time, demonstrates how the character functions as a kind of…...
mlaWorks Cited
Campbell, Martin, dir. Casino Royale. 2006. Film.
EA Redwood Shores. James Bond 007: Everything or Nothing. Electronic Arts, 2003. Xbox,
Playstation 2, Gamecube.
Fleming, Ian. Diamonds Are Forever. New York: Random House, 2012.
Pervasive Video Games as Art
The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic mainstays for much to most of the world of the civilized human race. However, with the technological revolution that has roared up over the last fifty years or so, new forms of art have bubbled to the proverbial surface. Digital technology has enhanced prior forms of art e such as photography. Beyond that, completely brand new forms have art have been created and the latter is what this report is assessing in the form of pervasive video games. The depth and breadth of this art and the effects it has on its users and fans when done will are worthy of massive study and analysis both in this report and elsewhere.
Chapter I - Introduction
Video games, at this point in history in…...
mlaReferences
Blizzard. "World of Warcraft." World of Warcraft. / (accessedhttp://us.battle.net/wow/en
May 29, 2014).
Bogost, Ian. Persuasive games: the expressive power of videogames. Cambridge, MA:
MIT Press, 2007.
Speed (NFS), the popular racing game that has arrived, I think, at its eighth version already (without mentioning sidetracks such as Need for Speed Underground). The game is highly successful and it incorporates what we may refer to as "role-playing," although not in the meaning generally associated with another category of videogames.
First of all, Need For Speed is not about driving, but about racing, something we all must enjoy doing once in a while, because it is on the edge and, perhaps, also because it is illegal. It is still illegal in the game, with cops chasing you when you pass the legal limit, however, as the greatest advantage of any videogame, even if you are caught, nothing happens to you in real life.
So, as a first observation, NFS was created as a predictable reaction to the outside restrictive environment (we will see later on whether there are any…...
In this article, the author describes the technological, demographic, and market forces shaping this new digital media culture and the rich array of Web sites being created for children and teens. Many nonprofit organizations, museums, educational institutions, and government agencies are playing a significant role in developing online content for children, offering them opportunities to explore the world, form communities with other children, and create their own works of art and literature. For the most part, however, the heavily promoted commercial sites, sponsored mainly by media conglomerates and toy companies, are overshadowing the educational sites. ecause of the unique interactive features of the Internet, companies are able to integrate advertising and Web site content to promote "brand awareness" and "brand loyalty" among children, encouraging them to become consumers beginning at a very early age. The possibility that a child's exploration on the Internet might lead to inappropriate content, aggressive…...
mlaBibliography
Hansen, C. (2003). Catching potential Internet sex predators [Electronic Version]. MSNBC. Retrieved 27-
7-2006 at http://www.webcitation.org/5JcD9Dul1
Cassell, Justine and Cramer, Meg (2004) High Tech or High Risk: Moral Panics about Girls Online. Center for Technology & Social Behavior. online available at
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