The earliest games were developed at the Massachusetts institute of technology by an undergraduate student, and since then, the computer or video games have transformed to one of the major entertainment industries in the world that incorporate animated graphics art and narrative structures. Dynamic steps have been made from the traditional board games to the modern interactive games (Gunter, 1998, p. 11 & 12). Over the years, the video games have attained a vast popularity especially among the teenagers. This has attracted public concern from the various public quarters. Studies have been conducted that sought to explain the impact or effects that video games have on the developing minds of teenagers. The increased level of crimes and violence among the teenagers has largely been blamed on the video games that depict violent scenes. At the moment, there are numerous video games incorporated in the various electronic devices, which include even the phones, thanks to the ever changing and developing technology of the modern world. Social and ethical issues The school shootings of April 20th, 1999 in Jefferson County, Colorado that involved two teenagers Dylan Klebold and Eric Harris is one of the numerous life case studies that is attributed to violence incorporated in video games. In this case, 13 students including a school staff were murdered and 24 people injured on that fateful day in a span of 49 minutes before the two teenagers ended their lives with the same weapons. This kind of mass murder elicited a public debate on the motives behind the two teenagers’ violent behavior. At the apex of the accusations was the effect of the video game on the two teenagers as it was later revealed that the two teenagers were addicts of the violent video games and they had even played a violent video game just before the shootings. These violent acts have instigated public attention on the possible social and ethical effects of video games and particularly in regards to violent behaviors among the teenagers (Massey, 2007, p. 1 & 2). Video games and violence Over the past three decades, video games have increased their market base and popularity as well. The market base of the video games is founded on teenager market as a child who is as young as three years is considered to have started playing video games at home. In the recent years, focus has sharply been fixed on the violence content that is incorporated in the various video games. A lot of eye brows have been raised regarding this issue and its influence as the teenagers playing the video games are supposed to “view the world through the eyes of the game character” (Signorielli, 2005, p. 36). To make the matter worse the recent technology has option of the player personalizing the game as the players can scan the pictures of people they know and paste them on the potential victims in the game character. With this kind of technology incorporated in the violent video games the teenagers are bound to indulge in violent behavior as the chances are high that they will implement the same actions perceived in the video game in the real world (Signorielli, 2005, p. 36) Video games of the first generation incorporated animated characters of cartoons but that is not the case at the modern world as the characters in the video games are more realistic than before thus indicating that the acts of violence incorporated in the games will also be realistic. Use of the rewarding mechanism where a character in the game is rewarded for killing and ripping of the opponent’s heart is one of the many ways that violence is glorified in the video gam
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The history of video games can be traced back in the late 1950s and in the early 1960s, a period when the first minicomputers were introduced thereby availing an opportunity where man can interact with the computer…
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.
The heavy exposure to the media in today’s world proves the fact that it can lay a great influence on the lives and personalities of the individuals. Video games also form an important form of this media and there has been a great increase in the use of video games as a form of entertainment for children.
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Despite being a popular pastime for children and adults, they lead to a high prevalence of violence, loss of morals, crime and disruption of school safety. Violent video games have led to violence in schools, and this is why in recent times there have been a series of violent shootings in institutions of higher learning and even some in lower educational institutions.
On average children spend about 40 hours each week playing video games (Whitaker, 2009). Studies have shown that scenes of aggression in video games exceed those shown on television (Whitaker, 2009). Children cannot go for long without feeling bored. Therefore, when have nothing else to do they would rather play video games.
a. Duke Ferris (2005) shows graphs and statistics which prove that in fact the crime rate among youth has actually decreased over the past decade rather than increased, showing that the violence in video games does not have an affect on the violence of the persons who participate in the playing of them.
The market leaders of video games have also noticed this and fierce competition to gain customer loyalty and satisfaction has really created an exponential rise in the quality and content of video games. It all started with a bouncing white ball and a rectangle on a screen to bounce it back and see how high you could score.
While these words might appear to be self-evident as to their meaning, having a specific definition in mind will help to frame the overall study. What person may regard as an adherence to ethics may be another person's attempt at censorship. Similarly, what may be violence to one may be just a form of harmless aggression to another.
g violent television shows or movies because they are especially enthralling, interactive, and necessitate the player to associate on a personal level with the violent character of the game. Infamous events have generated extensive debate regarding the effects of video game
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