However, even with the rating systems can’t prevent exposure to violence as a staggering 89% of video games contain a degree of violent content and specifically it can also be found in more than half of E-rated (for Everyone) games (Gentile). Figure 1. Computer and video game sales from 2000 to 2011 (NPD) Violence in video games is not a relatively novel subject. Since the emergence of the video gaming industry in the 1970’s the notion that video games promoted violence became a major controversy with the release of “Death Race” in 1976 (Kent). The game involved the player as an automobile driver running over screaming “gremlins” that resembled human figures due to the primitive graphics of that era. Believing that the game appeared to condone killing of innocent civilians with a car, protestors started pulling machines out of the arcades and burning them, eventually leading to the termination of the game. Newer controversies included the popular “Wolfesnstein 3D” and the franchises of “Street Fighter” and “Mortal Kombat”, which featured one-on-one fights and gory graphic sequences (Carnagey and Anderson). Over the past 25 years, numerous studies have researched the effects on video games on adolescents. The most prominent interest of researches has been games with violent content and the association between video game use and aggressive behavior, as well on school performance. The aggressive elements portrayed have been linked to aggression on children and adolescents, but the empirical evidence was not present to validate these assumptions (Schutte et al.; Irwin and Gross). Recent meta-analytic reviews have employed both short-term experimental and correlation studies to study the harmful effects of exposure to violent games and associated them with higher levels of aggressive behavior, physiological arousal and decreased prosocial behavior (C. A. Anderson 113-22; Anderson et al.). Most of the research has associated videogame violence with school shooting incidents while some assessed their influence from a developmental perspective (Kirsh). This review will assess the effects of video games to the adolescents as reported from various studies, discuss the underlying psychological processes and theories employed to understand them. 2. Effects of Violent Video Games The research on the effects of violent video games, however small, mirrors the larger body of research on the effects of violent films and television programs (Whaley). While many of the effects in those genres are similar, at least three reasons to believe that the former have stronger effect than violent television formats (C. Anderson, Backwell) . These include the active process of playing videogames instead of the “passive” television viewing while higher probability of players to identify with a violent character occurs in first person shooters (Anderson and Dill). Additionally, most violent games reward violent behavior often with verbal praise such as “Nice shot” after killing enemies with a gun – as studies show, rewarding behavior increases its frequency (Bozza). 2.1 Aggressive behaviors, cognitions and feelings The primary concern over violent video games is the behavior that players will assume as a result to their
Negative Interaction on the Psyche of the American Teenagers Caused by the Violence in Video Games 1. Introduction Video games have undoubtedly become one of the favorite activities of children in the United States. The gaming industry seems not to be influenced by recession and remains strong, with sales that amount to $16.6 billion in 2011 (Fig.1)…
However, since the mass media explosion of the twentieth century, a staggering amount of violence was made available to every person worldwide. The rise in availability came with a subsequent rise in violence in programs that had adverse effects on society.
Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment.
When computer introduced in the world, nobody ever thought that it may affect human life as it does now. The entry of computers and internet revolutionized the human life in many ways, both positively and negatively. The life styles of all the people, especially that of the children and youths changed a lot over the last few decades because of the evolution of new methods of enjoyment like internet surfing and video gaming.
Besides, it is in adolescence (which is the age of discovery) where children prior acquiring the necessary social intelligence normally these impacts affect them grievously. Hence, prompting them to have adverse behaviors that usually culminate into violence in the society and settings in which they interact with fellow peers.
They have become an integral part of everyday living. Communication is far easier with the help of computers. Information and learning became easily available on the internet. However, in the midst of these benefits people enjoy through the use of computers, problems also are present.
Parents and elders are always complaining about these video games because they are of the view that due to these video games their young ones are not able to dedicate themselves towards their study domains and playing hours outside. In fact, the addictiveness of video games is such that it has hurt the growing and developing cause of the society more than anything else.
The violence that is displayed in video games has proven to be harmful and influential to the children that are exposed to it, thus promoting violence to those who engage in the games. Video games do promote
The researcher of this essay analyzes the life styles of the teenagers and children, and states that it changed a lot over the last few decades because of the evolution of new methods of enjoyment like internet surfing and video gaming. Many of the physical activities or hobbies like sports forced to give way for video games or other technologies.
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both
The author states that the major harm created by playing video games is the dangerous physical health effects brought about by playing video games. When children sit down for long playing hours, it does not help in any way about their health status. Many have a playing style where they just sit and play as they take snacks and other types of junk food.
8 pages (2000 words)Research Paper
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