...behave in different situations. We are also learning our abnormal behaviors, fears, phobias, and our aggressive tendencies. Where are not always sure of where we pick up and learn certain behaviors, but most of them are learned by observation and what we see affects the way we think. While we always have the constant standards of behavior from the media and video games showing the violence towards others, we tend to believe that this is the correct behavior and thus we try to portray what we see. Our undesired impulses are buried deep in our minds. As our conscious is relearning the difference between right and wrong, our subconscious is constantly bringing to the forefront of our mind the actions and behaviors we learned as a child. This is causing a conflict for us. You know what you learned as a child are beginning to shine through as not correct, but as you try to learn the difference, some where deep inside your mind you know that this is not the right behaviors. The video games you play, send message that violence, crimes, and even sexually graphics are normal and okay to do. The more you play the violent games the easier it is to believe this is an acceptable action. it keeps those learned behaviors as a child at the forefront of our minds. The Bible teaches us the difference between right and wrong and what is expected of us as...
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...As an extremely scientific method, one might choose the physiological perspective as a means by which a psychologist analyzes the link between video games and aggression. This perspective is defined as “an approach to the study of psychology that focuses on the relationships between biological processes and behavior” (Nevid, 2015, p. 10). Therefore, in this psychological approach, the brain, the governing mechanism for one’s actions, is viewed as the basis for all activities and emotions (Nevid, 2015, p. 10). Furthermore, it allows for experiments that are likely to produce replicable results. Even so, it has its limitations as well. First, it lacks the ability to measure one’s thoughts. Secondly, it partially relies on self-reported data. Thus, leaving much room for falsified information....
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...Heart Rate and Blood Pressure in Relation to Scary Video Stimulation Introduction: There are many events known to increase blood pressure, including exercise, getting excited or frightened etc., which is the pressure of blood on the walls of blood vessels, measured in systolic and diastolic pressure (mmHg), and heart rate, which is the rate of the relaxation and contraction phases of the heart (BPM). (Weedman 2015.) Whether it be scary movies, extensive exercise, or as researchers conducted in one experiment, they related increased blood pressure and heart rate to air travel and air pressure, and those being one of the main reasons medical emergencies on airplanes occur. They concluded that heart rate and blood pressure increased nearly 18%, when air pressure was changed. (Turner, Brandon E. et al. 2015). We are testing the fluctuations within heart rate and blood pressure in accordance to watching a short scary video. The hypothesis we are testing is that blood pressure and heart rate will change after watching a scary video. The null hypothesis is that no change in heart rate and blood pressure will occur. The results of this experiment are significant in relation to why hearts seem to race after a video that has something pop out at you and startle you. Materials and Methods: To measure heart rate and blood pressure, we used a machine called sphygmomanometer. (Weedman 2015.)The independent variable is defined as the scary video provided. The dependent variables are the fluctuation...
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...We believe that there is a relationship between the abuse of violent video games and the people’s aggressiveness. Now, we will attempt to test this hypothesis. Many more questions come out, like: What are the biological variables that can affect? What are the psychological variables? What contexts do they affect? What do the latest studies say? To confirm our hypothesis we choose a study made by an expert in the topic, the teacher Christofer F. Ferguson of the University of Steton in Florida, who has a PhD in clinical psychology, becoming a reliable source regarding our topic. The study of Christofer F. Ferguson by the University of Stetson, in Florida, says that the violent video games does not have any relationship with the violence in USA, and also it says that in spite of there being more violent video games, the crimes caused by young people have decrease between 1996 and...
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...Social Media Social media can make many individuals daily life's much more convienant and accomplishing their responsibilites more manageable. Social medias are a great tool to use when used the proper way for the proper reasons. There are many media networks available all the time to any individuals with the proper technological devices. Social media can be a fun and entertaining way to connect with others across the world. There are many networking websites that are enjoyable as well as convienant. The main networking websites I use are Facebook, Yahoo, and Instagram. Facebook is a networking website that allows you to network with other member as well as create a personal page and communicate with family members and friends. Facebook provides instant messanging, e-mails, picture uploading, and even business networking. Facebook has exploded across the world and is the most popular networking website currently. Yahoo is a great website to use when trying to communicate to loved ones electronically on a daily basis. Yahoo allows you to set up a personal account and makes electronically communicating with others very convienant. You can communicate by instant messages, chatrooms (which allows you to communicate with multipule users on one chatbox), and e-mails. You can use the yahoo website or you can have yahoo on must of the new smartphones. Yahoo makes communicating much more convienant for electronic users. Another interesting networking website is Instagram. Instagram...
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...to imagine either. A little over a decade ago, two boys who later became household names in America, Eric Harris and Dylan Klebold walked into Columbine High School in Colorado and went on a mass murdering spree where they killed 12 students, 1 teacher and injured 23 others before shooting themselves. While their motives behind doing so can not be ascertained, one possible contributing element which did surface was the influence of violent video games. At the risk of oversimplifying what is possibly a complex psychological mindfield, Harris and Klebold did enjoy playing a game called Doom, which is licensed by the American military for the purpose of training soldiers to kill effectively. Harris had customized his own version of this game and put it up on his website, which was later tracked by The Simon Wisenthal Center. This version of the game had two shooters with an unlimited supply of weapons and ammunition, and their targets lacked the ability to retaliate. A class project required them to make a video of themselves similar to the game, and in it, they dressed in trench coats, armed with weapons, and conduct the massacre of school athletes. Less than one year had gone by when Harris and Klebold played their videotape out, in real life, and became the protagonists of the deadliest high school shooting in U.S. history (Anderson & Dill 772). There is nothing new about the presence of violence in our tools of entertainment. Whether they were ancient Greek dramas, theatre...
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...Shumryia Neal Social Psychology Agression/TV Violence Prof. Zaleski 6/26/14 Television has its good side. It can be entertaining and educational, and can open up new worlds for kids, giving them a chance to travel the globe, learn about different cultures, and gain exposure to ideas that may never encounter in their own community. Shows with a prosocial message can have a positive effect on kids’ behavior; programs with positive role models can influence viewers to make positive lifestyle changes. However, the reverse can also be true: kids are likely to learn things from TV that parents don’t want them to learn. TV can affect kids’ health, behavior and family life in negative ways. The Amount of Violence on Television According to the renowned psychiatrist Karl Menninger, "We not only tolerate violence it is part of our life. Why over one third of our television programs use it for amusement. There are more than 200 million television sets in America. The average American watches over seven hours a day. For many children, this is more time than they spend in school. The world of television has been alternatively called entertainment and a vast wasteland. It serves as a model of the world around us. What kind of world does it depict? The message is often one of violence. In 1973, the Annenberg School of Communications at the University of Pennsylvania, devised a "violence profile" to measure the amount of violence shown on television. The analysts watched over...
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...Desk, Voice Of Nigeria And Part-Time Lecturer, Nigerian Institute Of Journalism, Ogba, Lagos, Nigeria Odegbenle Lateef Department Of Broadcast Media, Nigerian Institute Of Journalism, Ogba, Lagos, Nigeria Goke Rauf Head, Mass Communication, Moshood Abiola Polytechnic, Abeokuta, Ogun State, Nigeria Jegede Omolayo Station Manager, Babcock University Radio Station And Lecturer, Department Of Mass Communication Babcock University, Ilisan,Ogun State, Nigeria Tsebee Asor Kenneth Department Of Mass Communication, Al Hikmah University, Ilorin, Kwara State, Nigeria Abstract: Several studies have been on the impact of media violence on aggressive and violent behavior. Researches on effect of media violence have proved that heavy exposure in films, videos, televisions and movies can increase the risk of behaving violently. This paper is an escursion of selected media violence theories -social learning theory, catharsis theory and cultivation theory, and Persuasion theories – Congruity theory, Symmetry theory and Cognitive Balance theory explaining the effect of domestic violence on the Nigerian youths, looking at the possibility of these theories at the short and long term effect of domestic violence on the youths, desensitization, heavy and non-heavy viewers, other factors and the positive effect of viewing...
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...CLIO. Histoire, femmes et sociétés Numéro 23 (2006) Le genre du sport ............................................................................................................................................................................................................................................................................................... Jim McKay et Suzanne Laberge Sport et masculinités ............................................................................................................................................................................................................................................................................................... Avertissement Le contenu de ce site relève de la législation française sur la propriété intellectuelle et est la propriété exclusive de l'éditeur. Les œuvres figurant sur ce site peuvent être consultées et reproduites sur un support papier ou numérique sous réserve qu'elles soient strictement réservées à un usage soit personnel, soit scientifique ou pédagogique excluant toute exploitation commerciale. La reproduction devra obligatoirement mentionner l'éditeur, le nom de la revue, l'auteur et la référence du document. Toute autre reproduction est interdite sauf accord préalable de l'éditeur, en dehors des cas prévus par la législation en vigueur en France. Revues.org est un portail de revues en sciences humaines et sociales développé par le CLEO, Centre pour l'édition électronique...
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...Titre de l’édition originale STEVE JOBS : A BIOGRAPHY publiée par Simon & Schuster, Inc. Maquette de couverture : Bleu T Photo de couverture : Albert Watson © 2011 by Walter Isaacson Tous droits réservés. © 2011, éditions Jean-Claude Lattès pour la traduction française. Première édition novembre 2011. ISBN : 978-2-7096-3882-1 « Seuls ceux qui sont assez fous pour penser qu’ils peuvent changer le monde y parviennent. » Publicité Apple « Think Different », 1997 Table des matières Les personnages Introduction : La genèse de ce livre 1- L’enfance : abandonné puis choisi 2- Un couple improbable : les deux Steve 3- Tout lâcher : harmonie, ouverture, détachement… 4- Atari et l’Inde : du zen et de l’art de concevoir des jeux 5- L’Apple I : allumage, démarrage, connexion 6- L’Apple II : l’aube d’une ère nouvelle 7- Chrisann et Lisa : celui qui a abandonné… 8- Xerox et Lisa : les interfaces graphiques 9- Passer en Bourse : vers la gloire et la fortune… 10- Le Mac est né : vous vouliez une révolution 11- Le champ de distorsion de la réalité : imposer ses propres règles du jeu 12- Le design : les vrais artistes simplifient 13- Fabriquer le Mac : le voyage est la récompense 14- Entrée en scène de Sculley : le défi Pepsi 15- Le lancement : changer le monde 16- Gates et Jobs : quand deux orbites se croisent 17- Icare : à monter trop haut… 18- NeXT : Prométhée délivré 19- Pixar : quand la technologie rencontre l’art 20- Un homme comme les autres...
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