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Playing Violent Video Games - Essay Example

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The paper "Playing Violent Video Games" explores whether playing violent video games leads to increased violence. Video games help teens to develop decision-making and team-building skills. Others claim that there is no real evidence to show that violence in video games leads to aggressive behavior…
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Playing Violent Video Games
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Introduction The youth in the United s between the ages of 8 and 18 years spend 40 hours per week using some form of media. There is a strong notion that violence in the media supports aggressive behavior but there is continuing debate over the extent to which violence is associated with playing video games among the adolescent teens and young adults around the age of twelve to twenty-one years of age. The debate shows that video games help teens to develop decision making and team-building skills. Others claim that there is no real evidence to show that violence in video games lead to aggressive behavior. Grand Theft Auto, which is considered to be one of the most violent video games, is supposed to deals with gangs, sex, killing, stealing, fighting, and cheating, affect person’s behavior. Evidence suggests that playing violent videogames lead to increased aggression and violence in those between 12 and 21 years of age but there is not evidence or conclusive work available on its association with crimes committed. The aim of this research is to determine a very strong correlation with playing violent video games like Grand Theft Auto and the crimes being committed today by those who play these types of games. The research will further assess whether these types of video games influence the violent crimes we see in the news. Literature Review There is ample literature available on the correlation between media and aggressive behavior. Review of literature also suggests that about 10% of children aged 2 to 18 play console and computer video games more than one hour per day (Anderson & Bushman, 2001). Aggression and behavior related to television and movies has been used in the context of video games also as it is believed that the psychological processes are the same in all cases. Browne and Hamilton-Giachritsis (2005) also agree that video games amplify physiological arousal, aggression related thoughts and feelings and reduce pro-social behavior. While there is much literature available on the changes in attitude and behavior associated with extensive television and movie viewing, the literature on video-game violence is small contend Anderson and Bushman. Research suggests that situational input variables influence aggressive behavior. Violent media teaches viewers how to aggress. One particular research led to the conclusion that exposure to violent video games poses a public health threat to children and youth. Browne and Hamilton-Giachritsis further found that games with human characters had more effect than abstract violence. The notion that media violence causes crime is weak according to a North American Review. This conclusion is not surprising according to Browne and Hamilton-Giachritsis as they did not directly measure delinquent and criminal behavior. There is evidence to suggest that parents who monitor the programs that their children watch on television or video are less likely to monitor the games their children play on the computer and video. However, the research by Browne and Hamilton-Giachritsis was aimed at determining the effects of violent media on children and adolescents from a public-health perspective. Violent video games end in defeat if the player does not choose the right strategy, which reinforces the negative stereotype. According to Funk and Buchman (1996), gender, location and the time spent are predictor variables but there is insufficient research to support the impact of playing violent electronic games. Research suggests that children become aggressive after exposure to violent video games as children tend to imitate the behavior of main characters. While negative behavioral patterns have been identified with games playing, there is no substantial evidence that the violent video games cause severe psychopathology in the average player. They state that age related changes do occur which was not tested. Smith, Lachlan and Tamborini (2003) analyzed 60 games for three game consoles and found that found violence in 68% of the games, with a higher proportion (90%) in games rated for teens and adults (cited by Jansz, 2005). The social effects of gaming are a matter of concern and Jansz reports that 30 effect studies have reported positive and significant association between playing violent games and aggressive behavior. While the review of the literature suggests association between change in attitude and playing violent video games, no study has been found on the association of crime and playing violent video games, which is the purpose of this research. Objectives of research The existing literature gives diverse opinions on the correlation between violent video games and aggressive behavior. Even where association has been found, there is no research done on the association of crimes with playing violent video games. Knowledge is fragmented and disorganized. Literature review suggests that parents may not be keen to find out what games the children play but studies do not highlight on crimes being committed as an impact of playing video games. This would form the basis of this research where the parents would be included in the questionnaire. Televisions and movies viewing are distinctly different from playing video games and as such this research will concentrate on video games played by children between the ages of 12 to 21 years. The objective of the research is as follows: 1. To determine a correlation with playing violent video games and the crimes being committed today by those who play these types of games. 2. To determine to what extent parents agree on the negative influence of video games. 3. To determine to what extent parental negligence is responsible for the increase in crimes as an impact of playing violent video games. Research Methodology: Research Philosophy: Any decision is based on a body of knowledge. This body of knowledge is produced through research. By applying the appropriate methodologies and the research method, the body of knowledge can be established and advanced with confidence. Research is basically a systematic method of investigation which increases knowledge. Research relies on facts and experience, data, concepts and constructs, hypotheses and conjectures, and principles and laws (Amaratunga, Baldry, Sarshar, & Newton, 2002). Research methodology is the procedural framework within which the research is conducted. The methodology would depend upon the topic to be researched and the specific research questions are the primary drivers. The ultimate purpose of this research is to add knowledge to the existing base of knowledge. Arguments can be evaluated in two qualitatively different ways – in terms of their deductive correctness or in terms of inductive strength (Rips, 2001). The inductive method concentrates on words and observations to describe people in natural situations. The quantitative approach places great stress on numbers that represent opinions or concepts. For this research the inductive method would be chosen as deducing results based on arguments is not conclusive. Small samples over a period of time would help to arrive at the truth. As studies can be conducted over a period of time, it would give a realistic view of the change process of over time. The final result would contribute to theory generation. Data collection and interpretation The most widely used data collection method for the inductive approach is interviews as it is a highly flexible method, can be used almost anywhere and has the potential to produce data of great depth. Since the parameters are varied, samples across each variable cannot be large, which justifies the adoption of the inductive method of research. Besides, this has to be periodically conducted, which would bring forth the true picture. Interviews would be conducted as follows: 1. Of the parents on visible changes in their child 2. Data collected and interviews of the district police officers as they would have the data of crimes. 3. School authorities to report any incidence of violence and crime amongst the children. 4. The children themselves to report if not their own, at least crimes committed by their peers and the reasons according to their point of view. Analysis and interpretation is the major part of the research process. Data analysis can be done by the means of innovative software packages like Ethnograph, NUDIST and Metamorph (Carson, & Coviello, 1996). A combination of this software would help retrieve keywords, manage the text base, code and retrieve data, build theory and develop conceptual networks. This research will bring clarity to the existing knowledge or the body of literature that already exists. There is no unique research method and each method has its own difficulties. The categories listed for research may not be comprehensive or may require further sub-categories. Besides, it is difficult to predict how many section of people would be willing to participate in the first place, and then how many would register true opinions. Conclusion The aim of this research is to determine a strong correlation between crimes committed and the playing of violent video games. Data collection would be through interviews conducted of different segments of people over a period of time. The research will contribute to the existing body of knowledge and once the correlation is established it would benefit the society in finding means to reduce the incidence of violence and crime. It is expected that a strong correlation would be established between the playing of video games and the crimes. It is also expected that this research will establish that parental negligence is to a large extent responsible for the incidence of crimes as an impact of playing video games. References: Amaratunga, D., Baldry, D., Sarshar, M., & Newton, R., (2002), Quantitative and Qualitative Research in the built environment: application of mixed research approach, Work Study, Vol. 15 No. 1 2002, pp. 17-31 Anderson, C, A., & Bushman, B. J., (2001), Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal and prosocial behavior, American Psychological Society, Vol 12 No. 5 pp. 353-359 Browne, K. D., & Hamilton-Giachritsis, C., (2005), The influence of violent media on children and adolescents: a public-health approach, Lancet 2005; 365: 702–10 Carson, D., & Coviello, N., (1996), Qualitative research issues at the marketing/ entrepreneurship interface, Marketing Intelligence & Planning 14/6 [1996] 51–58 Funk, J. B., & Buchman, D. D., (1996), Playing Violent Video and Computer Games and Adolescent Self- Concept, Journal of Communication 46t21, Spring. 0021-9916 Jansz, J., (2005), The Emotional Appeal of Violent Video Games for Adolescent Males, Communications Theory, 15:3 pp 219-241 Rips, L. J., (2001), Two Kinds of Reasoning, American Psychological Society, Vol. 12 No . 2 pp. 129-134 Read More
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