Violent Video Games Don't Cause Kids to be Violent
Do violent video games cause young people to become violent after playing the video games? This has been a hot topic of debate in the United States for several years. There are valid opinions on both sides of the issue, but this paper takes the position that violent video games do not cause kids to be violent.
The Literature on Video Games -- Pros and Cons
The ebsite ProCon.org has assembled a "pro" and "con" list of explanations with reference to the question of whether or not violent video games cause kids to be violent. This paper will use a few of the pro-versus con arguments prior to listing other reasons why it is fair to say violent video games do not cause kids to become violent.
The Federal Bureau of Investigation, among the most highly influential law enforcement organizations in the world, rarely takes…...
mlaWorks Cited
Gallagher, Michael D. "Video Games Don't Cause Children to be Violent." U.S. News.
Retrieved April 11, 2012, from 2010.http://www.usnews.com.
ProCon.org. "Video Games: Do violent video games contribute to youth violence?" Retrieved
April 11, 2012, from 2012.http://videogames.procon.org .
In D.A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing. [the authors of this book contend that learning comes from repetition. The fact that the violent games require violent acts to be played over and over again creates an ideal learning situation. But what the players are learning is antisocial behavior and the idea that violence is a good way to resolve conflict.]
ockenbury, S.E. & ockenbury, D (2003). Psychology, New York: Worth Publishers. [the researchers argue that even a small amount of violent behavior triggered by seeing it in TV or video games is unacceptable for society and that video game violence should be regulated.]
ough, K.J. & Erwin, P.G. (1997). Children's attitudes toward violence on television. The Journal of Psychology, v.131, July, 411-15. [the researchers asked 316 children, age 11-16, to answer 47 questions. They found that attitudes toward violence were linked to how many hours a…...
mlaHockenbury, S.E. & Hockenbury, DH (2003). Psychology, New York: Worth Publishers.
Hough, K.J. & Erwin, P.G. (1997). Children's attitudes toward violence on television. The Journal of Psychology, v.131, July, 411-15.
Sherry, J. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication, Research, 27, 3, 409-431.
Violent Video Games Lead to Behavioral Problems
On 24 January 2011, a terrorist or a group of terrorists bombed the Moscow International Airport Domodedovo which killed thirty seven people and wounded almost two hundred. hile law enforcement agencies were looking for the perpetrators, Russian state-supported English-language news media Russia Today pointed at an unlikely culprit: a video game. The video game criticized by Russia Today was Call of Duty: Modern arfare 2, which, as the article suggested, could have inspired the terrorists that bombed the Domodedovo Airport. The article noted that a game segment called "No Russian" urges the players to take hostages and shoot at civilians in a fictitious Moscow airport, and that for Russians the scenes of the game became "a shocking reality" ("Moscow Airport Terror Mirrors Video Game"). Many people dismissed the claim by saying that terrorists did not need a video game to get inspired for their…...
mlaWorks Cited
"Moscow Airport Terror Mirrors Video Game," Russia Today, 25 January 2011. Web. 5 May 2011 .
Anderson, Craig A., and Karen E. Dill. "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life." Journal of Personality and Social Psychology 78.4 (2000): 772-790. Web. 7 May 2011 .
The variables of situational input (like current violent media exposure) affect hostile behavior via the impacts they have on the individual's current interior state, characterized by cognitive, sentimental, and stimulation variables. Hostile media maximizes aggression by instructing the observers the way to be violent, through priming hostile cognitions (as well as formerly learned hostile scripts and hostile perceptual schemes), by escalating provocation, or by making a hostile emotional state. Long-term results are also involving learning processes. From childhood, human beings study how to interpret, perceive, respond and judge events, both in the social and physical environment. Different types of knowledge organization for these tasks are developing with time. They have their basis on daily observations of other people and also the connections with other people. Every episode of violent-media is fundamentally one additional learning trial. When these structures of knowledge are rehearsed and practiced over time, they get more…...
mlaReferences
Anderson, C.A., Anderson, K.B., & Deuser, W.E. (1996). Examining an affective aggression framework: Weapon and temperature effects on aggressive thoughts, affect, and attitudes. Personality and Social Psychology Bulletin, 22, 366 -- 376.
Anderson, C.A., Deuser, W.E., & DeNeve, K.M. (1995). Hot temperatures, hostile affect, hostile cognition, and arousal: Tests of a general model of affective aggression.
Personality and Social Psychology Bulletin, 21, 434 -- 448.
Anderson, C.A., & Carnagey, N.L. (2009). Causal effects of violent sports video games on aggression: is it competitiveness or violent content? Journal of Experimental Social
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 some work full time jobs. Most are from conservative religious backgrounds. As to this speech topic, most of the audience members are of childbearing age or have children themselves. This speech is given during the late afternoon.
Central Idea:
Banning or restricting the sale of violent video games
Specific Purpose:
To inform my audience of the dangers of selling violent video games to children, and persuade them to support legal action against merchants who do so.
Introduction:
I. Attention-getter
A. A friend of mine used to work…...
mlaWorks Cited:
1. Kent, Stephen. (2001). The ultimate history of video games. Roseville, CA: Prima.
Anderson, C.A,, and Gentile, (2006). Violent video games; the effects on youth and public policy implications. In D. Singer (Ed.), Handbook of children, culture, and violence (pp. 244-246). Thousand Oaks, CA: Sage.
Anderson, C.A. et al. (2008). Longitudinal effects of violent video games on aggression in japan and the United States. Pediatrics, 122(5), 1067-1072 .
4 "Legislation." Retrieved from http://www.independentratings.org/legislation.html.
Introduction
Video games have become a major form of leisure activity played by all persons starting from teenage. While for some, they are harmless activities used as pastimes, they are considered a precursor for violent behavior for others. This has grown to be a major policy issue, especially in the US, where acts of violence, e.g., mass shootings, are a common social problem. In real-world settings, some have attached violent behavior with playing violent video games; however, it is also true that many play the same violent video games, and they still can't harm a fly.
This controversy is also evident in research findings where some argue violent video games cause violent behavior (Gentile, Bender & Anderson, 2017) while other research findings argue to the contrary (Cunningham, Engelstätter & Ward, 2016). Therefore, this paper takes a critical analysis of these two (Cunningham et al., 2016; Gentile et al., 2017) research findings that…...
mlaReferences
American Psychological Association. (2015). Resolution on Violent Video Games. Retrieved from Anderson, C. A. (2003). Violent video games: Myths, facts, and unanswered questions. Psychological Science Agenda, 16(5).Cunningham, S., Engelstätter, B., & Ward, M. R. (2016). Violent video games and violent crime. Southern Economic Journal, 82(4), 1247-1265.Farrelly, P. (2013). Issues of trustworthiness, validity, and reliability. British Journal of School Nursing, 8(3), 149-151.Gentile, D. A., Bender, P. K., & Anderson, C. A. (2017). Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. Computers in Human Behavior, 70, 39–43.Markey, P. M., Markey, C. N., & French, J. E. (2015). Violent video games and real-world violence: Rhetoric versus data. Psychology of Popular Media Culture, 4(4), 277–295.Matthen, M. (Ed.). (2015). The Oxford handbook of philosophy of perception. Oxford Handbooks.http://www.apa.org/about/policy/violent-video-games.aspx
Call of Duty and the Numbing of MindsZickgraf\\\'s views on Call of Duty and other violent video games are rooted in the criticism that these games desensitize people to the real-world effects of violence and war. This was not actually his original criticism, however. Initially, he was part of a group that criticized these games for their potential to incite real-world violence. He even expressed concerns about the direct marketing of guns and knives to gamers, citing his nephew\\\'s suspension from school for bringing a gun to school as an example. He questioned whether games like Call of Duty were a gateway to real-world violence (Jacobin, 2022). He looked at his nephew and believed they were.But since then, Zickgraf\\\'s views have changed. He now admits that there is not necessarily any really evident association between violent video games and real-world violence (Jacobin, 2022). He cites the fact that although first-person…...
mlaReferencesJacobin. (2022). The Problem With Call of Duty Isn’t That It Makes Us Violent — It’s That It Makes Us Numb. Retrieved from https://jacobin.com/2022/11/call-of-duty-video-games-isolation-alienation/
Quite to the point, television, film, pop music and video games share in common a proclivity to promote that which yields prosperity. Thus, there is little regard from the computer gaming industry for indications that "a meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults." (Anderson & Bushman, 353)
In spite of this, revenue for video game produces revolves on role-playing titles such as orld of arcraft, which promotes fantasy world combat, simulation games such as Grand Theft Auto, which glorifies violence and antisocial behavior, Halo, the simulated first-person shooter game, and Madden Football, which portrays in detail the often brutal sport of football.
Connecting absorption of such media with the commitment of violent crimes remains a challenge however. Famously, the two minors responsible for the massacre at the Columbine High School in 1999 were noted for playing such ultra-violent…...
mlaWorks Cited:
Anderson, C.A. & Bushman, B.J. (2002). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353-359.
Harding, a. (2009). Violent Video Games Linked to Child Aggression. CNNHealth. Online at http://www.cnn.com/2008/HEALTH/family/11/03/healthmag.violent.video.kids/index.html
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: http://videogames.procon.org /sourcefiles/essential-facts-about-the-computer-and-video-game-industry.pdf
Oskin, B. (2012, August 10). Teens and Video Games: How Much is Too Much? Retrieved from Live Science: http://www.livescience.com/22281-teens-video-games-health-risks.html
ProCon. (N.d.). Violent Video Games. Retrieved from ProCon:
Video Games on Children
Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media a 360 degree turn by entirely switching the way it previously worked. The computer era not only changes the way transactions were done, documents were prepared, statistical tools were used and made the world global but it also changed the way sports and games were played. It converted the physical playground into a virtual one to quite a great extent and now, computer video games have become an increasingly important phenomenon of today for the entertainment of kids who now believe in virtual playgrounds (Anderson, Gentile, & Katherine E, 2007).
Analysis
Every new change brings its pros and cons with it, and he computer era was a boom towards the video game industry which is still a significant use of computers and is…...
mlaBibliography
Franciss, M., & Subramanian, A. This Is Not Just a Game Anymore. Mumbai: Diligent Media Corporations Ltd. 2012.
Anderson, C.A., Gentile, D.A. & Katherine E. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press. 2007.
Associated Press. Monitoring video game violence - Expert's advice to. Ontario: The Guelph Mercury. 2006.
Billings Gazette, The (MT). Studies show children get hooked on addictive. The Billings Gazette 2011.
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.
Violence in Video Games
Unlike movies, video games are not regulated by the Federal Communication Commission (FCC), which is ironic because there are a wealth of studies indicating children do not distinguish between fantasy and reality in a gaming environment (Ferguson, 2011). Simply put, the more time children, adolescents and teenagers spend playing a video game the more they see their reality as the gaming environment (Boyle, McLeod, ojas, 2008) (Hartmann, Vorderer, 2010). To argue that games are not as powerful of an influence on children is ridiculous, yet ironically the FCC regulates who can see a movie by its content alone and has refused to take action on games (Soh, Tan, 2008). In June, 2011 the Supreme Court struck down a California law that fined retailers $1,000 for each occurrence or infraction of selling or renting violent games to anyone under the age of 18 (Lemmens, Valkenburg, Peter, 2011). Games…...
mlaReferences
Josh Bernoff, Charlene Li. 2008. Harnessing the Power of the Oh-So-Social Web. MIT Sloan Management Review 49, no. 3 (April 1): 36-42.
Boyle, M., McLeod, D., & Rojas, H.. (2008). The Role of Ego Enhancement and Perceived Message Exposure in Third-Person Judgments Concerning Violent Video Games. The American Behavioral Scientist, 52(2), 165.
Beth Snyder Bulik (2008, May). Despite recession, video-game industry shows massive growth. Advertising Age, 79(20), 6.
Cliff Cheetham (2008, April). Marketing strategies in the gaming community.
Violence in video games and the role of culture.
The video game industry is a multi-billion dollar industry representing about $9.9 billion dollars in retail sales in the U.S. alone in 2004 (Greitemeyer and Osswald, 2010). In this paper, video games refer to electronically controlled games played on any platform including console units, computers, internet, hand-held devices or various technology toys. In recent years, video games have redefined leisure activities among children as studies conducted in U.S. estimated that 99% of boys and 94% of girls play video games (Whitaker and Bushman, 2009), with children age 2-7 years spending an average of 3-5 hours a week playing games, while 8th and 9th grade students spend an average of 9 hours per week (Greitemeyer and Osswald, 2010). According to Whitaker and Bushman (2009), violence in video games is also commonplace with violent content available in over 85% of video games.
The effects of…...
mlaReferences
Anderson, C.A., & Bushman, B.J. (2002). Human aggression. Annu Rev Psychol, 53, 27-51.
Bushman, B.J., & Anderson, C.A. (2002). Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28(12), 1679-1686.
Dill, K.E., & Dill, J.C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3(4), 407-428.
Funk, J.B., Buchman, D.D., & Germann, J.N. (2000). Preference for Violent Electronic Games, Self-Concept, and Gender Differences in Young Children. American Journal of Orthopsychiatry, 70(2), 233-241.
Classical Experiment on Violence in Video Games
I a design a classical experiment Violence video games, Elements include: • Identify components • What research question? • What hypothesis? • How select subjects assign a group? • How conduct experiment? Describe procedures.
Design of a classical experiment on Violence in video games
Components
The game will involve the use of the following apparatus. They include;
A video game for example, a Nintendo 64 game system
Appropriate game cartridges, including one violent video game (wrestling) and one nonviolent video game (basketball). In the wrestling game, the human violence should be prevalent in that the object of the game is to punch, kick, and use blunt weapon and other wrestling moves to subdue the opponent. While, the basketball (NBA LIVE '99), game is meant to have no violence since the player is not supposed to hurt the opponent and if it happens, the player is warned and penalized. In…...
mlaReferences
Funk, J.B. (2005). Children's Exposure to Violent Video Games and Desensitization to Violence. Child and Adolescent Psychiatric Clinics of North America, 14(3), 387-404. doi: 10.1016/j.chc.2005.02.009
Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27(1), 41-52. doi: 10.1016/j.adolescence.2003.10.004
Technology has emerged and pervaded the lives of many people as it becomes more advanced and more a part of society. A good and prominent example of this is video games. Even with the leisure and perceived positive effects of video games, their effect on the brain is a cause for concern among many in the scientific and academic communities. While many of the effects could absolutely be good, there are other effects that could be bad with age and stage of brain development being important factors to keep in mind.
One factor that clearly aggravates the situation of people playing video games and it might or does affect the brain is the fact that the younger people who still have the development of their brains in motion. As such, verifying whether or not there are effects on cognition and that development of the brain structure is an important item to…...
1. The Impact of Social Media on Mental Health: Should stricter regulations be imposed?
2. The Death Penalty: Is it an effective deterrent or a violation of human rights?
3. The Relationship between Climate Change and Human Activities: Is there enough evidence to support the link?
4. Universal Healthcare: Is it a viable solution to the healthcare crisis?
5. The Role of Technology in Education: Does it enhance or hinder the learning experience?
6. Animal Testing: Is it justifiable for the advancement of medical research?
7. The Use of Performance Enhancing Drugs in Sports: Should they be allowed or banned?
8. Gun Control: Striking a balance between....
Despite popular belief, research shows that playing violent video games does not lead to an increase in aggressive behavior. This essay will explore the lack of conclusive evidence linking violent video games to real-life aggression and highlight the importance of other factors in determining human behavior. Research studies have consistently failed to establish a clear causal link between playing violent video games and increased aggression. One of the most well-known studies on this topic is the 2010 meta-analysis conducted by Christopher Ferguson and John Kilburn, which examined 136 studies on video game violence and aggression. They found no evidence to support....
Evidence for the Thesis: Violent Video Games Do Not Lead to Aggression
Introduction
The debate over the purported link between violent video games and aggression has persisted for decades. However, numerous studies have emerged to challenge the notion that exposure to violent video games inevitably leads to aggressive behavior. This essay explores the evidence supporting the thesis that violent video games do not induce aggression, highlighting key research findings and addressing counterarguments.
1. Lack of Correlation between Violent Video Game Exposure and Aggressive Behavior
Meta-analyses of numerous studies have consistently failed to establish a strong correlation between violent video game exposure and increased aggression.....
Our semester plans gives you unlimited, unrestricted access to our entire library of resources —writing tools, guides, example essays, tutorials, class notes, and more.
Get Started Now